From cbac39e376ab3505fd1d99bd56e354adf494c0b8 Mon Sep 17 00:00:00 2001 From: aws-sdk-go-automation <43143561+aws-sdk-go-automation@users.noreply.github.com> Date: Fri, 18 Feb 2022 11:18:40 -0800 Subject: [PATCH] Release v1.43.2 (2022-02-18) (#4285) Release v1.43.2 (2022-02-18) === ### Service Client Updates * `service/budgets`: Updates service API, documentation, and paginators * This change introduces DescribeBudgetNotificationsForAccount API which returns budget notifications for the specified account * `service/gamelift`: Updates service documentation * Increase string list limit from 10 to 100. * `service/transfer`: Updates service API and documentation * Properties for Transfer Family used with SFTP, FTP, and FTPS protocols. Display Banners are bodies of text that can be displayed before and/or after a user authenticates onto a server using one of the previously mentioned protocols. --- CHANGELOG.md | 11 + aws/version.go | 2 +- models/apis/budgets/2016-10-20/api-2.json | 53 +- models/apis/budgets/2016-10-20/docs-2.json | 34 + .../apis/budgets/2016-10-20/paginators-1.json | 6 + models/apis/gamelift/2015-10-01/docs-2.json | 384 ++--- models/apis/transfer/2018-11-05/api-2.json | 16 + models/apis/transfer/2018-11-05/docs-2.json | 16 + service/budgets/api.go | 303 ++++ service/budgets/budgetsiface/interface.go | 7 + service/gamelift/api.go | 1300 ++++++++++------- service/gamelift/doc.go | 14 +- service/transfer/api.go | 48 + 13 files changed, 1431 insertions(+), 763 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 3de6d742a78..5490fe70669 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,14 @@ +Release v1.43.2 (2022-02-18) +=== + +### Service Client Updates +* `service/budgets`: Updates service API, documentation, and paginators + * This change introduces DescribeBudgetNotificationsForAccount API which returns budget notifications for the specified account +* `service/gamelift`: Updates service documentation + * Increase string list limit from 10 to 100. +* `service/transfer`: Updates service API and documentation + * Properties for Transfer Family used with SFTP, FTP, and FTPS protocols. Display Banners are bodies of text that can be displayed before and/or after a user authenticates onto a server using one of the previously mentioned protocols. + Release v1.43.1 (2022-02-17) === diff --git a/aws/version.go b/aws/version.go index 9ae0b2ac429..ae62318c435 100644 --- a/aws/version.go +++ b/aws/version.go @@ -5,4 +5,4 @@ package aws const SDKName = "aws-sdk-go" // SDKVersion is the version of this SDK -const SDKVersion = "1.43.1" +const SDKVersion = "1.43.2" diff --git a/models/apis/budgets/2016-10-20/api-2.json b/models/apis/budgets/2016-10-20/api-2.json index 77bb10257a2..aabc0f008f2 100755 --- a/models/apis/budgets/2016-10-20/api-2.json +++ b/models/apis/budgets/2016-10-20/api-2.json @@ -218,6 +218,23 @@ {"shape":"InvalidNextTokenException"} ] }, + "DescribeBudgetNotificationsForAccount":{ + "name":"DescribeBudgetNotificationsForAccount", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeBudgetNotificationsForAccountRequest"}, + "output":{"shape":"DescribeBudgetNotificationsForAccountResponse"}, + "errors":[ + {"shape":"InternalErrorException"}, + {"shape":"InvalidParameterException"}, + {"shape":"NotFoundException"}, + {"shape":"InvalidNextTokenException"}, + {"shape":"ExpiredNextTokenException"}, + {"shape":"AccessDeniedException"} + ] + }, "DescribeBudgetPerformanceHistory":{ "name":"DescribeBudgetPerformanceHistory", "http":{ @@ -548,6 +565,18 @@ "min":1, "pattern":"[^:\\\\]+" }, + "BudgetNotificationsForAccount":{ + "type":"structure", + "members":{ + "Notifications":{"shape":"Notifications"}, + "BudgetName":{"shape":"BudgetName"} + } + }, + "BudgetNotificationsForAccountList":{ + "type":"list", + "member":{"shape":"BudgetNotificationsForAccount"}, + "max":50 + }, "BudgetPerformanceHistory":{ "type":"structure", "members":{ @@ -901,6 +930,22 @@ "NextToken":{"shape":"GenericString"} } }, + "DescribeBudgetNotificationsForAccountRequest":{ + "type":"structure", + "required":["AccountId"], + "members":{ + "AccountId":{"shape":"AccountId"}, + "MaxResults":{"shape":"MaxResultsBudgetNotifications"}, + "NextToken":{"shape":"GenericString"} + } + }, + "DescribeBudgetNotificationsForAccountResponse":{ + "type":"structure", + "members":{ + "BudgetNotificationsForAccount":{"shape":"BudgetNotificationsForAccountList"}, + "NextToken":{"shape":"GenericString"} + } + }, "DescribeBudgetPerformanceHistoryRequest":{ "type":"structure", "required":[ @@ -1140,6 +1185,12 @@ "max":100, "min":1 }, + "MaxResultsBudgetNotifications":{ + "type":"integer", + "box":true, + "max":50, + "min":1 + }, "NotFoundException":{ "type":"structure", "members":{ @@ -1171,7 +1222,7 @@ }, "NotificationThreshold":{ "type":"double", - "max":40000000000, + "max":15000000000000, "min":0 }, "NotificationType":{ diff --git a/models/apis/budgets/2016-10-20/docs-2.json b/models/apis/budgets/2016-10-20/docs-2.json index 67ccd5ae749..b589d0b2212 100755 --- a/models/apis/budgets/2016-10-20/docs-2.json +++ b/models/apis/budgets/2016-10-20/docs-2.json @@ -15,6 +15,7 @@ "DescribeBudgetActionHistories": "
Describes a budget action history detail.
", "DescribeBudgetActionsForAccount": "Describes all of the budget actions for an account.
", "DescribeBudgetActionsForBudget": "Describes all of the budget actions for a budget.
", + "DescribeBudgetNotificationsForAccount": "Lists the budget names and notifications that are associated with an account.
", "DescribeBudgetPerformanceHistory": "Describes the history for DAILY
, MONTHLY
, and QUARTERLY
budgets. Budget history isn't available for ANNUAL
budgets.
Lists the budgets that are associated with an account.
The Request Syntax section shows the BudgetLimit
syntax. For PlannedBudgetLimits
, see the Examples section.
Lists the notifications that are associated with a budget.
", @@ -49,6 +50,7 @@ "DescribeBudgetActionResponse$AccountId": null, "DescribeBudgetActionsForAccountRequest$AccountId": null, "DescribeBudgetActionsForBudgetRequest$AccountId": null, + "DescribeBudgetNotificationsForAccountRequest$AccountId": null, "DescribeBudgetPerformanceHistoryRequest$AccountId": null, "DescribeBudgetRequest$AccountId": "The accountId
that is associated with the budget that you want a description of.
The accountId
that is associated with the budgets that you want descriptions of.
The name of a budget. The name must be unique within an account. The :
and \\
characters aren't allowed in BudgetName
.
The name of the budget whose subscriber you want to update.
" } }, + "BudgetNotificationsForAccount": { + "base": "The budget name and associated notifications for an account.
", + "refs": { + "BudgetNotificationsForAccountList$member": null + } + }, + "BudgetNotificationsForAccountList": { + "base": null, + "refs": { + "DescribeBudgetNotificationsForAccountResponse$BudgetNotificationsForAccount": "A list of budget names and associated notifications for an account.
" + } + }, "BudgetPerformanceHistory": { "base": "A history of the state of a budget at the end of the budget's specified time period.
", "refs": { @@ -397,6 +412,16 @@ "refs": { } }, + "DescribeBudgetNotificationsForAccountRequest": { + "base": null, + "refs": { + } + }, + "DescribeBudgetNotificationsForAccountResponse": { + "base": null, + "refs": { + } + }, "DescribeBudgetPerformanceHistoryRequest": { "base": null, "refs": { @@ -497,6 +522,8 @@ "DescribeBudgetActionsForAccountResponse$NextToken": null, "DescribeBudgetActionsForBudgetRequest$NextToken": null, "DescribeBudgetActionsForBudgetResponse$NextToken": null, + "DescribeBudgetNotificationsForAccountRequest$NextToken": null, + "DescribeBudgetNotificationsForAccountResponse$NextToken": null, "DescribeBudgetPerformanceHistoryRequest$NextToken": null, "DescribeBudgetPerformanceHistoryResponse$NextToken": null, "DescribeBudgetsRequest$NextToken": "The pagination token that you include in your request to indicate the next set of results that you want to retrieve.
", @@ -582,6 +609,12 @@ "DescribeSubscribersForNotificationRequest$MaxResults": "An optional integer that represents how many entries a paginated response contains. The maximum is 100.
" } }, + "MaxResultsBudgetNotifications": { + "base": null, + "refs": { + "DescribeBudgetNotificationsForAccountRequest$MaxResults": "An integer that shows how many budget name entries a paginated response contains.
" + } + }, "NotFoundException": { "base": "We can’t locate the resource that you specified.
", "refs": { @@ -639,6 +672,7 @@ "Notifications": { "base": "A list of notifications.
", "refs": { + "BudgetNotificationsForAccount$Notifications": null, "DescribeNotificationsForBudgetResponse$Notifications": "A list of notifications that are associated with a budget.
" } }, diff --git a/models/apis/budgets/2016-10-20/paginators-1.json b/models/apis/budgets/2016-10-20/paginators-1.json index d317a71f3c6..a66691a2289 100644 --- a/models/apis/budgets/2016-10-20/paginators-1.json +++ b/models/apis/budgets/2016-10-20/paginators-1.json @@ -18,6 +18,12 @@ "output_token": "NextToken", "result_key": "Actions" }, + "DescribeBudgetNotificationsForAccount": { + "input_token": "NextToken", + "limit_key": "MaxResults", + "output_token": "NextToken", + "result_key": "BudgetNotificationsForAccount" + }, "DescribeBudgetPerformanceHistory": { "input_token": "NextToken", "limit_key": "MaxResults", diff --git a/models/apis/gamelift/2015-10-01/docs-2.json b/models/apis/gamelift/2015-10-01/docs-2.json index a66c39356e3..e5c353b20c5 100644 --- a/models/apis/gamelift/2015-10-01/docs-2.json +++ b/models/apis/gamelift/2015-10-01/docs-2.json @@ -1,39 +1,39 @@ { "version": "2.0", - "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:
", + "service": "Amazon Web Services provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services 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 Web Services. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
", "operations": { "AcceptMatch": "Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.
To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING
, where a new game session is created for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING
to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED
, and processing is terminated. A new matchmaking request for these players can be submitted as needed.
Learn more
Add FlexMatch to a game client
FlexMatch events (reference)
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", "ClaimGameServer": "This operation is used with the GameLift FleetIQ solution and game server groups.
Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED
status for 60 seconds, and returns connection information that players can use to connect to the game server.
To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.
When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE
while the claim status is set to CLAIMED
for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED
(using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.
If you try to claim a specific game server, this request will fail in the following cases:
If the game server utilization status is UTILIZED
.
If the game server claim status is CLAIMED
.
When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING
status. To avoid this, first check the instance status by calling DescribeGameServerInstances.
Learn more
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
", - "CreateAlias": "Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias
.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", - "CreateBuild": "Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.
When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.
The CreateBuild
operation can used in the following scenarios:
To create a new game build with build files that are in an Amazon S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, call CreateBuild
and specify a build name, operating system, and the Amazon S3 storage location of your game build.
To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild
and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated.
If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED
status. A build must be in READY
status before you can create fleets with it.
Learn more
Create a Build with Files in Amazon S3
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", - "CreateFleet": "Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.
Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.
To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.
If successful, this operation creates a new Fleet resource and places it in NEW
status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE
, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE
, you can set capacity by location using UpdateFleetCapacity.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", - "CreateFleetLocations": "Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.
This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.
To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.
If successful, this operation returns the list of added locations with their status set to NEW
. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE
, you can adjust the location's capacity as needed with UpdateFleetCapacity.
Learn more
Related actions
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task
", - "CreateGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.
Before creating a new game server group, you must have the following:
An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon EC2 User Guide.
An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide.
To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.
Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", - "CreateGameSession": "Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with
with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.
When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE
status before a game session can be created in it.
This operation can be used in the following ways:
To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.
To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.
If successful, a workflow is initiated to start a new game session. A GameSession
object is returned containing the game session configuration and status. When the status is ACTIVE
, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in GameLift Local.
Learn more
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", - "CreateGameSessionQueue": "Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an assigned queue ARN. New game session requests, which are submitted to the queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", - "CreateMatchmakingConfiguration": "Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.
To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.
Learn more
Set up FlexMatch event notification
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", + "CreateAlias": "Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.
Amazon Web Services supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias
.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", + "CreateBuild": "Creates a new Amazon Web Services build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon Web Services.
When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.
The CreateBuild
operation can used in the following scenarios:
To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you must first give Amazon Web Services access to the Amazon S3 bucket. With permissions in place, call CreateBuild
and specify a build name, operating system, and the Amazon S3 storage location of your game build.
To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild
and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated.
If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED
status. A build must be in READY
status before you can create fleets with it.
Learn more
Create a Build with Files in Amazon S3
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", + "CreateFleet": "Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.
Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.
To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.
If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.
If successful, this operation creates a new Fleet resource and places it in NEW
status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE
, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE
, you can set capacity by location using UpdateFleetCapacity.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", + "CreateFleetLocations": "Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.
This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.
To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.
If successful, this operation returns the list of added locations with their status set to NEW
. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE
, you can adjust the location's capacity as needed with UpdateFleetCapacity.
Learn more
Related actions
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task
", + "CreateGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.
Before creating a new game server group, you must have the following:
An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide.
An IAM role that extends limited access to your Amazon Web Services account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide.
To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.
Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", + "CreateGameSession": "Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with
with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.
When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE
status before a game session can be created in it.
This operation can be used in the following ways:
To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.
To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.
If successful, a workflow is initiated to start a new game session. A GameSession
object is returned containing the game session configuration and status. When the status is ACTIVE
, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon Web Services Local.
Learn more
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "CreateGameSessionQueue": "Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", + "CreateMatchmakingConfiguration": "Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.
To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.
Learn more
Set up FlexMatch event notification
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", "CreateMatchmakingRuleSet": "Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.
To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.
Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.
Learn more
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", - "CreatePlayerSession": "Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE
status and has a player creation policy of ACCEPT_ALL
. You can add a group of players to a game session with CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a set of player data.
If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Related actions
CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
", - "CreatePlayerSessions": "Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE
status and has a player creation policy of ACCEPT_ALL
. To add a single player to a game session, use CreatePlayerSession.
To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.
If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Related actions
CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
", - "CreateScript": "Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.
If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.
Learn more
Amazon GameLift Realtime Servers
Set Up a Role for Amazon GameLift Access
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", - "CreateVpcPeeringAuthorization": "Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.
You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.
To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", - "CreateVpcPeeringConnection": "Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets.
Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "CreatePlayerSession": "Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE
status and has a player creation policy of ACCEPT_ALL
. You can add a group of players to a game session with CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a set of player data.
If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Available in Amazon Web Services Local.
Related actions
CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
", + "CreatePlayerSessions": "Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE
status and has a player creation policy of ACCEPT_ALL
. To add a single player to a game session, use CreatePlayerSession.
To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.
If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Available in Amazon Web Services Local.
Related actions
CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
", + "CreateScript": "Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon Web Services service to access your S3 bucket.
If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon Web Services-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment.
Learn more
Amazon Web Services Realtime Servers
Set Up a Role for Amazon Web Services Access
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", + "CreateVpcPeeringAuthorization": "Requests authorization to create or delete a peer connection between the VPC for your Amazon Web Services fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon Web Services Fleets.
You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon Web Services fleets. You cannot peer with VPCs that are in different Regions.
To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon Web Services fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon Web Services. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon Web Services fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon Web Services.
The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "CreateVpcPeeringConnection": "Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon Web Services fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon Web Services fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon Web Services Fleets.
Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", "DeleteAlias": "Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", "DeleteBuild": "Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
To delete a build, specify the build ID.
Learn more
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", "DeleteFleet": "Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations
separately.
If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.
To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING
. When completed, the status switches to TERMINATED
and the fleet event FLEET_DELETED
is sent.
Learn more
Related actions
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
", "DeleteFleetLocations": "Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.
To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.
If successful, GameLift sets the location status to DELETING
, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED
.
Learn more
Related actions
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task
", "DeleteGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:
The game server group
The corresponding Auto Scaling group
All game servers that are currently running in the group
To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE
or ERROR
status.
If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED
, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR
status.
GameLift FleetIQ emits delete events to Amazon CloudWatch.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", - "DeleteGameSessionQueue": "Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", + "DeleteGameSessionQueue": "Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", "DeleteMatchmakingConfiguration": "Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", "DeleteMatchmakingRuleSet": "Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.
Learn more
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", "DeleteScalingPolicy": "Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
", - "DeleteScript": "Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).
To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.
Learn more
Amazon GameLift Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", + "DeleteScript": "Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).
To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.
Learn more
Amazon Web Services Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", "DeleteVpcPeeringAuthorization": "Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", - "DeleteVpcPeeringConnection": "Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.
Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "DeleteVpcPeeringConnection": "Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.
Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", "DeregisterGameServer": "This operation is used with the GameLift FleetIQ solution and game server groups.
Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.
To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.
Learn more
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
", "DescribeAlias": "Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias
.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", "DescribeBuild": "Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.
Learn more
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", - "DescribeEC2InstanceLimits": "The GameLift service limits and current utilization for an AWS Region or location. Instance limits control the number of instances, per instance type, per location, that your AWS account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.
Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an AWS Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:
Request specifies the Region ap-northeast-1
with no location. The result is limits and usage data on all instance types that are deployed in us-east-2
, by all of the fleets that reside in ap-northeast-1
.
Request specifies the Region us-east-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1
.
Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in eu-west-1
.
This operation can be used in the following ways:
To get limit and usage data for all instance types that are deployed in an AWS Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.
To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different AWS Region: Provide both the AWS Region and the remote location. Optionally, specify a single instance type to retrieve information for.
If successful, an EC2InstanceLimits
object is returned with limits and usage data for each requested instance type.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", + "DescribeEC2InstanceLimits": "The GameLift service limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.
Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:
Request specifies the Region ap-northeast-1
with no location. The result is limits and usage data on all instance types that are deployed in us-east-2
, by all of the fleets that reside in ap-northeast-1
.
Request specifies the Region us-east-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1
.
Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in eu-west-1
.
This operation can be used in the following ways:
To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.
To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for.
If successful, an EC2InstanceLimits
object is returned with limits and usage data for each requested instance type.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", "DescribeFleetAttributes": "Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
This operation can be used in the following ways:
To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get attributes for all fleets, do not provide a fleet identifier.
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet identifier is not found.
Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
Learn more
Related actions
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task
", "DescribeFleetCapacity": "Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.
This operation can be used in the following ways:
To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.
To get capacity data for all fleets, do not provide a fleet identifier.
When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location
property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.
Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Learn more
Related actions
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task
", "DescribeFleetEvents": "Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.
You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a collection of event log entries matching the request are returned.
Learn more
Related actions
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task
", @@ -45,57 +45,57 @@ "DescribeGameServer": "This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.
To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.
Learn more
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
", "DescribeGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.
To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", "DescribeGameServerInstances": "This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.
To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance
objects is returned.
This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", - "DescribeGameSessionDetails": "Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.
This operation can be used in the following ways:
To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations.
To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the AWS Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSessionDetail
object is returned for each game session that matches the request.
Learn more
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", - "DescribeGameSessionPlacement": "Retrieves information, including current status, about a game session placement request.
To get game session placement details, specify the placement ID.
If successful, a GameSessionPlacement object is returned.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", - "DescribeGameSessionQueues": "Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", - "DescribeGameSessions": "Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.
This operation can be used in the following ways:
To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.
To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the AWS Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request.
Available in GameLift Local.
Learn more
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "DescribeGameSessionDetails": "Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.
This operation can be used in the following ways:
To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations.
To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSessionDetail
object is returned for each game session that matches the request.
Learn more
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "DescribeGameSessionPlacement": "Retrieves information, including current status, about a game session placement request.
To get game session placement details, specify the placement ID.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement
should only be used for games in development with low game session usage.
If successful, a GameSessionPlacement object is returned.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "DescribeGameSessionQueues": "Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", + "DescribeGameSessions": "Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions
should only be used for games in development with low game session usage.
This operation can be used in the following ways:
To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.
To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.
To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeGameSessions should only be used for games in development with low matchmaking usage.
Available in Amazon Web Services Local.
Learn more
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", "DescribeInstances": "Retrieves information about a fleet's instances, including instance IDs, connection data, and status.
This operation can be used in the following ways:
To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.
To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.
To get information on a specific instance in a fleet, provide the fleet ID and instance ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, an Instance
object is returned for each requested instance. Instances are not returned in any particular order.
Learn more
Remotely Access Fleet Instances
Related actions
DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task
", - "DescribeMatchmaking": "Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.
Learn more
Add FlexMatch to a game client
Set Up FlexMatch event notification
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", + "DescribeMatchmaking": "Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.
Learn more
Add FlexMatch to a game client
Set Up FlexMatch event notification
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", "DescribeMatchmakingConfigurations": "Retrieves the details of FlexMatch matchmaking configurations.
This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Learn more
Setting up FlexMatch matchmakers
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", "DescribeMatchmakingRuleSets": "Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Learn more
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", - "DescribePlayerSessions": "Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To retrieve a specific player session, provide the player session ID only.
To retrieve all player sessions in a game session, provide the game session ID only.
To retrieve all player sessions for a specific player, provide a player ID only.
To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a PlayerSession
object is returned for each session that matches the request.
Available in Amazon GameLift Local.
Related actions
CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
", + "DescribePlayerSessions": "Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To retrieve a specific player session, provide the player session ID only.
To retrieve all player sessions in a game session, provide the game session ID only.
To retrieve all player sessions for a specific player, provide a player ID only.
To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a PlayerSession
object is returned for each session that matches the request.
Available in Amazon Web Services Local.
Related actions
CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
", "DescribeRuntimeConfiguration": "Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.
To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.
If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.
Learn more
Running multiple processes on a fleet
Related actions
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task
", "DescribeScalingPolicies": "Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
", - "DescribeScript": "Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Learn more
Amazon GameLift Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", - "DescribeVpcPeeringAuthorizations": "Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", - "DescribeVpcPeeringConnections": "Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", - "GetGameSessionLogUrl": "Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", - "GetInstanceAccess": "Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem
file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.
Learn more
Remotely Access Fleet Instances
Related actions
DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task
", - "ListAliases": "Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", - "ListBuilds": "Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status
parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build resources are not listed in any particular order.
Learn more
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", - "ListFleets": "Retrieves a collection of fleet resources in an AWS Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
This operation can be used in the following ways:
To get a list of all fleets in a Region, don't provide a build or script identifier.
To get a list of all fleets where a specific custom game build is deployed, provide the build ID.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.
Fleet resources are not listed in a particular order.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", - "ListGameServerGroups": "This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", + "DescribeScript": "Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Learn more
Amazon Web Services Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", + "DescribeVpcPeeringAuthorizations": "Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "DescribeVpcPeeringConnections": "Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "GetGameSessionLogUrl": "Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "GetInstanceAccess": "Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem
file before using. If you're making this request using the CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.
Learn more
Remotely Access Fleet Instances
Related actions
DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task
", + "ListAliases": "Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", + "ListBuilds": "Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status
parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build resources are not listed in any particular order.
Learn more
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", + "ListFleets": "Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
This operation can be used in the following ways:
To get a list of all fleets in a Region, don't provide a build or script identifier.
To get a list of all fleets where a specific custom game build is deployed, provide the build ID.
To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.
Fleet resources are not listed in a particular order.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", + "ListGameServerGroups": "This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers groups that exist in the current Amazon Web Services account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", "ListGameServers": "This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
", - "ListScripts": "Retrieves script records for all Realtime scripts that are associated with the AWS account in use.
Learn more
Amazon GameLift Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", - "ListTagsForResource": "Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging AWS Resources in the AWS General Reference
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", - "PutScalingPolicy": "Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.
Target-based policy
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Rule-based policy
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"
A policy's rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by [ScalingAdjustment]
.
To implement the example, the rule statement would look like this:
If [PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for [15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
", + "ListScripts": "Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
Learn more
Amazon Web Services Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", + "ListTagsForResource": "Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", + "PutScalingPolicy": "Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon Web Services to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.
Target-based policy
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon Web Services to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon Web Services to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon Web Services will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Rule-based policy
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"
A policy's rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes, then [ScalingAdjustmentType]
to/by [ScalingAdjustment]
.
To implement the example, the rule statement would look like this:
If [PercentIdleInstances]
is [GreaterThanThreshold]
[20]
for [15]
minutes, then [PercentChangeInCapacity]
to/by [10]
.
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
", "RegisterGameServer": "This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.
To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.
Once a game server is successfully registered, it is put in status AVAILABLE
. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.
Learn more
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
", - "RequestUploadCredentials": "Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial CreateBuild
request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.
Learn more
Create a Build with Files in S3
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", + "RequestUploadCredentials": "Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial CreateBuild
request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.
Learn more
Create a Build with Files in S3
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", "ResolveAlias": "Retrieves the fleet ID that an alias is currently pointing to.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", "ResumeGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.
To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions
.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", - "SearchGameSessions": "Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.
This operation can be used in the following ways:
To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.
To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE
status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.
You can search or sort by the following game session attributes:
gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn
value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
gameSessionProperties -- Custom data defined in a game session's GameProperty
parameter. GameProperty
values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair \"gameMode:brawl\", specify the following: gameSessionProperties.gameMode = \"brawl\"
. All custom data values are searched as strings.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
Returned values for playerSessionCount
and hasAvailablePlayerSessions
change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "SearchGameSessions": "Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions
should only be used for games in development with low game session usage.
When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.
This operation can be used in the following ways:
To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.
To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE
status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.
You can search or sort by the following game session attributes:
gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn
value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
gameSessionProperties -- Custom data defined in a game session's GameProperty
parameter. GameProperty
values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair \"gameMode:brawl\", specify the following: gameSessionProperties.gameMode = \"brawl\"
. All custom data values are searched as strings.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
Returned values for playerSessionCount
and hasAvailablePlayerSessions
change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", "StartFleetActions": "Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.
This operation can be used in the following ways:
To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.
To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.
If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", - "StartGameSessionPlacement": "Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", - "StartMatchBackfill": "Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.
When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession
resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.
When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.
To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession
ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.
Learn more
Backfill existing games with FlexMatch
Matchmaking events (reference)
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", - "StartMatchmaking": "Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED
.
Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.
Learn more
Add FlexMatch to a game client
Set Up FlexMatch event notification
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", + "StartGameSessionPlacement": "Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon Web Services searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon Web Services creates a player session for each player included in the request.
When placing a game session, by default Amazon Web Services tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon Web Services calculates each Region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", + "StartMatchBackfill": "Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.
When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession
resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.
When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.
To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession
ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.
Only game sessions created by FlexMatch are supported for match backfill.
Learn more
Backfill existing games with FlexMatch
Matchmaking events (reference)
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", + "StartMatchmaking": "Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED
.
Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.
Learn more
Add FlexMatch to a game client
Set Up FlexMatch event notification
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", "StopFleetActions": "Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.
Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.
This operation can be used in the following ways:
To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.
To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.
If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions.
Learn more
Related actions
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
", "StopGameSessionPlacement": "Cancels a game session placement that is in PENDING
status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED
status.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", "StopMatchmaking": "Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED
.
This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData
of an updated game session object, which is provided to the game server.
If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).
Learn more
Add FlexMatch to a game client
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
", "SuspendGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.
To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions
.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", - "TagResource": "Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.
Learn more
Tagging AWS Resources in the AWS General Reference
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", - "UntagResource": "Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.
Learn more
Tagging AWS Resources in the AWS General Reference
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", + "TagResource": "Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", + "UntagResource": "Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
Build
Script
Fleet
Alias
GameSessionQueue
MatchmakingConfiguration
MatchmakingRuleSet
To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", "UpdateAlias": "Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
Related actions
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
", "UpdateBuild": "Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Learn more
Related actions
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
", "UpdateFleetAttributes": "Updates a fleet's mutable attributes, including game session protection and resource creation limits.
To update fleet attributes, specify the fleet ID and the property values that you want to change.
If successful, an updated FleetAttributes
object is returned.
Learn more
Related actions
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
", - "UpdateFleetCapacity": "Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:
Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling.
Desired capacity: Manually set the number of EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand.
This operation can be used in the following ways:
To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location
parameter. The fleet must be in ACTIVE
status.
To update capacity for a fleet's remote location, include the Location
parameter set to the location to be updated. The location must be in ACTIVE
status.
If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded
exception occurs.
Learn more
Related actions
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
", + "UpdateFleetCapacity": "Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:
Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling.
Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand.
This operation can be used in the following ways:
To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location
parameter. The fleet must be in ACTIVE
status.
To update capacity for a fleet's remote location, include the Location
parameter set to the location to be updated. The location must be in ACTIVE
status.
If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded
exception occurs.
Learn more
Related actions
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
", "UpdateFleetPortSettings": "Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations
, and permissions you want to remove in InboundPermissionRevocations
. Permissions to be removed must match existing fleet permissions.
If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings
with a location name.
Learn more
Related actions
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
", "UpdateGameServer": "This operation is used with the GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.
Use this operation to update the following types of game server information. You can make all three types of updates in the same request:
To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.
To report health status, identify the game server and game server group and set health check to HEALTHY
. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
To change game server metadata, provide updated game server data.
Once a game server is successfully updated, the relevant statuses and timestamps are updated.
Learn more
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
", "UpdateGameServerGroup": "This operation is used with the GameLift FleetIQ solution and game server groups.
Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.
Learn more
Related actions
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
", "UpdateGameSession": "Updates the mutable properties of a game session.
To update a game session, specify the game session ID and the values you want to change.
If successful, the updated GameSession
object is returned.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
", - "UpdateGameSessionQueue": "Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", + "UpdateGameSessionQueue": "Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
", "UpdateMatchmakingConfiguration": "Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.
Learn more
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
", "UpdateRuntimeConfiguration": "Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE
status.
To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration
with an updated set of server process configurations.
If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.
Learn more
Related actions
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
", - "UpdateScript": "Updates Realtime script metadata and content.
To update script metadata, specify the script ID and provide updated name and/or version values.
To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.
If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
Learn more
Amazon GameLift Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", + "UpdateScript": "Updates Realtime script metadata and content.
To update script metadata, specify the script ID and provide updated name and/or version values.
To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.
If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon Web Services service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
Learn more
Amazon Web Services Realtime Servers
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", "ValidateMatchmakingRuleSet": "Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.
Learn more
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
" }, "shapes": { @@ -188,14 +188,14 @@ "AutoScalingGroupArn": { "base": null, "refs": { - "GameServerGroup$AutoScalingGroupArn": "A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.
" + "GameServerGroup$AutoScalingGroupArn": "A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
" } }, "AwsCredentials": { - "base": "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.
", + "base": "Temporary access credentials used for uploading game build files to Amazon Web Services. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
", "refs": { - "CreateBuildOutput$UploadCredentials": "This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
", - "RequestUploadCredentialsOutput$UploadCredentials": "AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
" + "CreateBuildOutput$UploadCredentials": "This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon Web Services. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
", + "RequestUploadCredentialsOutput$UploadCredentials": "Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
" } }, "BackfillMode": { @@ -273,7 +273,7 @@ "CertificateConfiguration": { "base": "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.
", "refs": { - "CreateFleetInput$CertificateConfiguration": "Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration
is set to DISABLED
. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.
Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.
", + "CreateFleetInput$CertificateConfiguration": "Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration
is set to DISABLED
. This property cannot be changed after the fleet is created.
Note: This feature requires the Amazon Web Services Certificate Manager (ACM) service, which is not available in all Amazon Web Services regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.
", "FleetAttributes$CertificateConfiguration": "Indicates whether a TLS/SSL certificate was generated for the fleet.
" } }, @@ -871,13 +871,13 @@ } }, "EC2InstanceCounts": { - "base": "Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
EC2 instance counts are part of FleetCapacity.
", + "base": "Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
EC2 instance counts are part of FleetCapacity.
", "refs": { "FleetCapacity$InstanceCounts": "The current instance count and capacity settings for the fleet location.
" } }, "EC2InstanceLimit": { - "base": "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
", + "base": "The GameLift service limits for an Amazon EC2 instance type and current utilization. GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services 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
", "refs": { "EC2InstanceLimitList$member": null } @@ -891,12 +891,12 @@ "EC2InstanceType": { "base": null, "refs": { - "CreateFleetInput$EC2InstanceType": "The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.
", - "DescribeEC2InstanceLimitsInput$EC2InstanceType": "Name of an EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
", - "EC2InstanceLimit$EC2InstanceType": "The name of an EC2 instance type. See Amazon EC2 Instance Types for detailed descriptions.
", - "FleetAttributes$InstanceType": "The EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.
", - "FleetCapacity$InstanceType": "The EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.
", - "Instance$Type": "EC2 instance type that defines the computing resources of this instance.
" + "CreateFleetInput$EC2InstanceType": "The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
", + "DescribeEC2InstanceLimitsInput$EC2InstanceType": "Name of an Amazon EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
", + "EC2InstanceLimit$EC2InstanceType": "The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
", + "FleetAttributes$InstanceType": "The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
", + "FleetCapacity$InstanceType": "The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
", + "Instance$Type": "Amazon EC2 instance type that defines the computing resources of this instance.
" } }, "Event": { @@ -908,7 +908,7 @@ "EventCode": { "base": null, "refs": { - "Event$EventCode": "The type of event being logged.
Fleet creation events (ordered by fleet creation activity):
FLEET_CREATED -- A fleet resource was successfully created with a status of NEW
. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation.
FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE
status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE
status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to BUILDING
.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
.
FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. Learn more at Debug Fleet Creation Issues
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.
VPC peering events:
FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an GameLift fleet and a VPC in your AWS account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
GENERIC_EVENT -- An unspecified event has occurred.
The type of event being logged.
Fleet state transition events:
FLEET_CREATED -- A fleet resource was successfully created with a status of NEW
. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING
to VALIDATING
. GameLift has successfully downloaded the build and is now validating the build files.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING
to BUILDING
. GameLift has successfully verified the build files and is now running the installation scripts.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING
to ACTIVATING
. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.
FLEET_STATE_ERROR -- The Fleet's status changed to ERROR
. Describe the fleet event message for more details.
Fleet creation events (ordered by fleet creation activity):
FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.
FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
VPC peering events:
FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an GameLift fleet and a VPC in your Amazon Web Services account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
Spot process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.
Game session events:
GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
GENERIC_EVENT -- An unspecified event has occurred.
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.
", "refs": { - "CreateGameSessionQueueInput$FilterConfiguration": "A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
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
", + "base": "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
", "refs": { "DescribeFleetLocationCapacityOutput$FleetCapacity": "Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.
", "FleetCapacityList$member": null @@ -995,7 +995,7 @@ "FleetId": { "base": null, "refs": { - "CreateVpcPeeringConnectionInput$FleetId": "A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
", + "CreateVpcPeeringConnectionInput$FleetId": "A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon Web Services which GameLift VPC to peer with.
", "DeleteVpcPeeringConnectionInput$FleetId": "A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
", "DescribeFleetPortSettingsOutput$FleetId": "A unique identifier for the fleet that was requested.
", "DescribeVpcPeeringConnectionsInput$FleetId": "A unique identifier for the fleet. You can use either the fleet ID or ARN value.
", @@ -1015,7 +1015,7 @@ "UpdateFleetAttributesOutput$FleetId": "A unique identifier for the fleet that was updated.
", "UpdateFleetCapacityOutput$FleetId": "A unique identifier for the fleet that was updated.
", "UpdateFleetPortSettingsOutput$FleetId": "A unique identifier for the fleet that was updated.
", - "VpcPeeringConnection$FleetId": "A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
" + "VpcPeeringConnection$FleetId": "A unique identifier for the fleet. This ID determines the ID of the Amazon Web Services VPC for your fleet.
" } }, "FleetIdList": { @@ -1044,7 +1044,7 @@ "DescribeGameSessionsInput$FleetId": "A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.
", "DescribeInstancesInput$FleetId": "A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
", "DescribeRuntimeConfigurationInput$FleetId": "A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
", - "DescribeScalingPoliciesInput$FleetId": "A unique identifier for the fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.
", + "DescribeScalingPoliciesInput$FleetId": "A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
", "FleetIdOrArnList$member": null, "GetInstanceAccessInput$FleetId": "A unique identifier for the fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. The fleet can be in any of the following statuses: ACTIVATING
, ACTIVE
, or ERROR
. Fleets with an ERROR
status may be accessible for a short time before they are deleted.
A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
", @@ -1130,9 +1130,9 @@ "GamePropertyList": { "base": null, "refs": { - "CreateGameSessionInput$GameProperties": "A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session.
", + "CreateGameSessionInput$GameProperties": "A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
", "CreateMatchmakingConfigurationInput$GameProperties": "A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.
", + "GameSession$GameProperties": "A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.
", "GameSessionPlacement$GameProperties": "A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
", "MatchmakingConfiguration$GameProperties": "A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
", @@ -1178,9 +1178,9 @@ } }, "GameServerGroup": { - "base": "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
", + "base": "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 Amazon 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
", "refs": { - "CreateGameServerGroupOutput$GameServerGroup": "The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE
.
The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE
.
An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED
.
An object with the property settings for the requested game server group resource.
", "GameServerGroups$member": null, @@ -1214,28 +1214,28 @@ "GameServerGroupAutoScalingPolicy": { "base": "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.
", "refs": { - "CreateGameServerGroupInput$AutoScalingPolicy": "Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric \"PercentUtilizedGameServers\"
to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric \"PercentUtilizedGameServers\"
to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
The type of delete to perform. Options include the following:
SAFE_DELETE
– (default) Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that are in UTILIZED
status.
FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the EC2 Auto Scaling group.
RETAIN
– Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
The type of delete to perform. Options include the following:
SAFE_DELETE
– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in UTILIZED
status.
FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.
RETAIN
– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
An EC2 instance type designation.
" + "InstanceDefinition$InstanceType": "An Amazon EC2 instance type designation.
" } }, "GameServerGroupName": { "base": null, "refs": { - "CreateGameServerGroupInput$GameServerGroupName": "An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.
", + "CreateGameServerGroupInput$GameServerGroupName": "An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
", "GameServer$GameServerGroupName": "A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
", - "GameServerGroup$GameServerGroupName": "A developer-defined identifier for the game server group. The name is unique for each Region in each AWS account.
", - "GameServerInstance$GameServerGroupName": "A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each AWS account.
" + "GameServerGroup$GameServerGroupName": "A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
", + "GameServerInstance$GameServerGroupName": "A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
" } }, "GameServerGroupNameOrArn": { @@ -1258,7 +1258,7 @@ "GameServerGroupStatus": { "base": null, "refs": { - "GameServerGroup$Status": "The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your AWS account.
ACTIVE
- The game server group has been successfully created.
DELETE_SCHEDULED
- A request to delete the game server group has been received.
DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.
DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.
ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.
ACTIVE
- The game server group has been successfully created.
DELETE_SCHEDULED
- A request to delete the game server group has been received.
DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.
DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.
", "DeregisterGameServerInput$GameServerId": "A custom string that uniquely identifies the game server to deregister.
", "DescribeGameServerInput$GameServerId": "A custom string that uniquely identifies the game server information to be retrieved.
", - "GameServer$GameServerId": "A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.
", - "RegisterGameServerInput$GameServerId": "A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your AWS account.
", + "GameServer$GameServerId": "A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
", + "RegisterGameServerInput$GameServerId": "A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
", "UpdateGameServerInput$GameServerId": "A custom string that uniquely identifies the game server to update.
" } }, @@ -1302,7 +1302,7 @@ "GameServerInstanceIds": { "base": null, "refs": { - "DescribeGameServerInstancesInput$InstanceIds": "The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this parameter empty.
The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this parameter empty.
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION
by default.
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status.
", - "UpdateGameServerGroupInput$GameServerProtectionPolicy": "A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION
by default.
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION
by default.
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
", + "UpdateGameServerGroupInput$GameServerProtectionPolicy": "A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION
by default.
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
", + "base": "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
", "refs": { "CreateGameSessionQueueOutput$GameSessionQueue": "An object that describes the newly created game session queue.
", "GameSessionQueueList$member": null, @@ -1497,9 +1497,9 @@ "IamRoleArn": { "base": null, "refs": { - "CreateGameServerGroupInput$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
", - "GameServerGroup$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
", - "UpdateGameServerGroupInput$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
" + "CreateGameServerGroupInput$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
", + "GameServerGroup$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
", + "UpdateGameServerGroupInput$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
" } }, "IdStringModel": { @@ -1545,9 +1545,9 @@ "InstanceDefinitions": { "base": null, "refs": { - "CreateGameServerGroupInput$InstanceDefinitions": "The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value \"1\". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
", - "GameServerGroup$InstanceDefinitions": "The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
", - "UpdateGameServerGroupInput$InstanceDefinitions": "An updated list of EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value \"1\". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
" + "CreateGameServerGroupInput$InstanceDefinitions": "The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value \"1\". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
", + "GameServerGroup$InstanceDefinitions": "The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
", + "UpdateGameServerGroupInput$InstanceDefinitions": "An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value \"1\". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
" } }, "InstanceId": { @@ -1632,8 +1632,8 @@ "LargeGameSessionData": { "base": null, "refs": { - "CreateGameSessionInput$GameSessionData": "A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
", - "GameSession$GameSessionData": "A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
", + "CreateGameSessionInput$GameSessionData": "A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
", + "GameSession$GameSessionData": "A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
", "GameSessionPlacement$GameSessionData": "A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
", "StartGameSessionPlacementInput$GameSessionData": "A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
" } @@ -1641,7 +1641,7 @@ "LatencyMap": { "base": null, "refs": { - "Player$LatencyInMs": "A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
" + "Player$LatencyInMs": "A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
" } }, "LaunchParametersStringModel": { @@ -1663,25 +1663,25 @@ "LaunchTemplateId": { "base": null, "refs": { - "LaunchTemplateSpecification$LaunchTemplateId": "A unique identifier for an existing EC2 launch template.
" + "LaunchTemplateSpecification$LaunchTemplateId": "A unique identifier for an existing Amazon EC2 launch template.
" } }, "LaunchTemplateName": { "base": null, "refs": { - "LaunchTemplateSpecification$LaunchTemplateName": "A readable identifier for an existing EC2 launch template.
" + "LaunchTemplateSpecification$LaunchTemplateName": "A readable identifier for an existing Amazon EC2 launch template.
" } }, "LaunchTemplateSpecification": { - "base": "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.
", + "base": "This data type is used with the GameLift FleetIQ and game server groups.
An Amazon 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.
", "refs": { - "CreateGameServerGroupInput$LaunchTemplate": "The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress
to \"true\". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.
The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress
to \"true\". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.
The version of the EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.
" + "LaunchTemplateSpecification$Version": "The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon Elastic Compute Cloud, you can specify a default version for a launch template. If none is set, the default is the first version created.
" } }, "LimitExceededException": { @@ -1772,7 +1772,7 @@ } }, "LocationConfiguration": { - "base": "A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
Related actions
", + "base": "A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
Related actions
", "refs": { "LocationConfigurationList$member": null } @@ -1780,17 +1780,17 @@ "LocationConfigurationList": { "base": null, "refs": { - "CreateFleetInput$Locations": "A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2
. To create a fleet with instances in the home Region only, omit this parameter.
A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2
.
A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2
. To create a fleet with instances in the home Region only, omit this parameter.
A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2
.
The list of fleet locations to delete. Specify locations in the form of an AWS Region code, such as us-west-2
.
A list of fleet locations to retrieve information for. Specify locations in the form of an AWS Region code, such as us-west-2
.
A list of locations to allow game session placement in, in the form of AWS Region codes such as us-west-2
.
The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by AWS Region codes such as us-west-2
. Each location can only be listed once.
The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2
.
A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2
.
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an AWS Region code such as us-west-2
.
The name of a remote location to request instance limits for, in the form of an AWS Region code such as us-west-2
.
The fleet location to retrieve capacity information for. Specify a location in the form of an AWS Region code, such as us-west-2
.
The fleet location to retrieve utilization information for. Specify a location in the form of an AWS Region code, such as us-west-2
.
A remote location to check for status of port setting updates. Use the AWS Region code format, such as us-west-2
.
The requested fleet location, expressed as an AWS Region code, such as us-west-2
.
A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2
.
A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2
.
The name of a location to retrieve instance information for, in the form of an AWS Region code such as us-west-2
.
CONTENT TODO
", - "EC2InstanceLimit$Location": "An AWS Region code, such as us-west-2
.
The fleet location for the instance count information, expressed as an AWS Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an AWS Region code, such as us-west-2
.
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2
.
The fleet location of the instance, expressed as an AWS Region code, such as us-west-2
.
An AWS Region code, such as us-west-2
.
A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2
.
The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2
.
The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
A remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as us-west-2
.
The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2
.
A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2
.
A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2
.
The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as us-west-2
.
The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.
", + "EC2InstanceLimit$Location": "An Amazon Web Services Region code, such as us-west-2
.
The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2
.
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2
.
An Amazon Web Services Region code, such as us-west-2
.
The fleet location, expressed as an AWS Region code such as us-west-2
.
", - "SearchGameSessionsInput$Location": "
A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2
.
", - "StartFleetActionsInput$Location": "
The fleet location to restart fleet actions for. Specify a location in the form of an AWS Region code, such as us-west-2
.
The fleet location to stop fleet actions for. Specify a location in the form of an AWS Region code, such as us-west-2
.
The name of a remote location to update fleet capacity settings for, in the form of an AWS Region code such as us-west-2
.
The remote location being updated, expressed as an AWS Region code, such as us-west-2
.
The fleet location, expressed as an Amazon Web Services Region code such as us-west-2
.
The fleet location.
", + "SearchGameSessionsInput$Location": "A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2
.
", + "StartFleetActionsInput$Location": "
The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
The fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
The name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region code such as us-west-2
.
The remote location being updated, expressed as an Amazon Web Services Region code, such as us-west-2
.
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
", + "GameSession$MatchmakerData": "Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
", "GameSessionPlacement$MatchmakerData": "Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
" } }, @@ -1933,8 +1933,8 @@ "MatchmakingRuleSet$RuleSetName": "A unique identifier for the matchmaking rule set
", "MatchmakingTicket$TicketId": "A unique identifier for a matchmaking ticket.
", "MatchmakingTicket$ConfigurationName": "Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
", - "StartMatchBackfillInput$TicketId": "A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
", - "StartMatchmakingInput$TicketId": "A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
", + "StartMatchBackfillInput$TicketId": "A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
", + "StartMatchmakingInput$TicketId": "A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
", "StopMatchmakingInput$TicketId": "A unique identifier for a matchmaking ticket.
" } }, @@ -2011,7 +2011,7 @@ "MetricGroupList": { "base": null, "refs": { - "CreateFleetInput$MetricGroups": "The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
", + "CreateFleetInput$MetricGroups": "The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
", "FleetAttributes$MetricGroups": "Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
", "UpdateFleetAttributesInput$MetricGroups": "The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
" } @@ -2019,8 +2019,8 @@ "MetricName": { "base": null, "refs": { - "PutScalingPolicyInput$MetricName": "Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
ActivatingGameSessions -- Game sessions in the process of being created.
ActiveGameSessions -- Game sessions that are currently running.
ActiveInstances -- Fleet instances that are currently running at least one game session.
AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
IdleInstances -- Active instances that are currently hosting zero game sessions.
PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
ActivatingGameSessions -- Game sessions in the process of being created.
ActiveGameSessions -- Game sessions that are currently running.
ActiveInstances -- Fleet instances that are currently running at least one game session.
AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
IdleInstances -- Active instances that are currently hosting zero game sessions.
PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon Web Services with Amazon CloudWatch.
ActivatingGameSessions -- Game sessions in the process of being created.
ActiveGameSessions -- Game sessions that are currently running.
ActiveInstances -- Fleet instances that are currently running at least one game session.
AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
IdleInstances -- Active instances that are currently hosting zero game sessions.
PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon Web Services with Amazon CloudWatch.
ActivatingGameSessions -- Game sessions in the process of being created.
ActiveGameSessions -- Game sessions that are currently running.
ActiveInstances -- Fleet instances that are currently running at least one game session.
AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
IdleInstances -- Active instances that are currently hosting zero game sessions.
PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
Temporary key allowing access to the Amazon GameLift S3 account.
", - "AwsCredentials$SecretAccessKey": "Temporary secret key allowing access to the Amazon GameLift S3 account.
", + "AwsCredentials$AccessKeyId": "Temporary key allowing access to the Amazon Web Services S3 account.
", + "AwsCredentials$SecretAccessKey": "Temporary secret key allowing access to the Amazon Web Services S3 account.
", "AwsCredentials$SessionToken": "Token used to associate a specific build ID with the files uploaded using these credentials.
", "ConflictException$Message": null, - "CreateFleetInput$InstanceRoleArn": "A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.
", + "CreateFleetInput$InstanceRoleArn": "A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.
", "Event$Message": "Additional information related to the event.
", - "FleetAttributes$InstanceRoleArn": "A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
", + "FleetAttributes$InstanceRoleArn": "A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
", "FleetCapacityExceededException$Message": null, "GameSessionFullException$Message": null, "IdempotentParameterMismatchException$Message": null, @@ -2069,8 +2069,8 @@ "OutOfCapacityException$Message": null, "S3Location$Bucket": "An Amazon S3 bucket identifier. This is the name of the S3 bucket.
GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
", - "S3Location$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.
", - "S3Location$ObjectVersion": "The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
", + "S3Location$RoleArn": "The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access the S3 bucket.
", + "S3Location$ObjectVersion": "The version of the file, if object versioning is turned on for the bucket. Amazon Web Services uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
", "TaggingFailedException$Message": null, "TerminalRoutingStrategyException$Message": null, "UnauthorizedException$Message": null, @@ -2092,21 +2092,21 @@ "CreateBuildInput$Version": "Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.
", "CreateFleetInput$Name": "A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
", "CreateFleetInput$Description": "A human-readable description of the fleet.
", - "CreateFleetInput$PeerVpcAwsAccountId": "Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.
", - "CreateFleetInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", + "CreateFleetInput$PeerVpcAwsAccountId": "Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.
", + "CreateFleetInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", "CreateGameSessionInput$Name": "A descriptive label that is associated with a game session. Session names do not need to be unique.
", "CreateGameSessionInput$CreatorId": "A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.
", "CreateMatchmakingConfigurationInput$Description": "A human-readable description of the matchmaking configuration.
", "CreatePlayerSessionInput$PlayerId": "A unique identifier for a player. Player IDs are developer-defined.
", "CreateScriptInput$Name": "A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
", "CreateScriptInput$Version": "Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
", - "CreateVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
", - "CreateVpcPeeringAuthorizationInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", - "CreateVpcPeeringConnectionInput$PeerVpcAwsAccountId": "A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.
", - "CreateVpcPeeringConnectionInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", + "CreateVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
", + "CreateVpcPeeringAuthorizationInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", + "CreateVpcPeeringConnectionInput$PeerVpcAwsAccountId": "A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon Web Services fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.
", + "CreateVpcPeeringConnectionInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", "DeleteScalingPolicyInput$Name": "A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
", - "DeleteVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
", - "DeleteVpcPeeringAuthorizationInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", + "DeleteVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
", + "DeleteVpcPeeringAuthorizationInput$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", "DeleteVpcPeeringConnectionInput$VpcPeeringConnectionId": "A unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
", "DescribeFleetAttributesInput$NextToken": "A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
", "DescribeFleetAttributesOutput$NextToken": "A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
", @@ -2194,13 +2194,13 @@ "UpdateMatchmakingConfigurationInput$Description": "A descriptive label that is associated with matchmaking configuration.
", "UpdateScriptInput$Name": "A descriptive label that is associated with a script. Script names do not need to be unique.
", "UpdateScriptInput$Version": "Version information that is associated with a build or script. Version strings do not need to be unique.
", - "VpcPeeringAuthorization$GameLiftAwsAccountId": "A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
", + "VpcPeeringAuthorization$GameLiftAwsAccountId": "A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
", "VpcPeeringAuthorization$PeerVpcAwsAccountId": "", - "VpcPeeringAuthorization$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", + "VpcPeeringAuthorization$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", "VpcPeeringConnection$IpV4CidrBlock": "CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
", "VpcPeeringConnection$VpcPeeringConnectionId": "A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.
", - "VpcPeeringConnection$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", - "VpcPeeringConnection$GameLiftVpcId": "A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
", + "VpcPeeringConnection$PeerVpcId": "A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
", + "VpcPeeringConnection$GameLiftVpcId": "A unique identifier for the VPC that contains the Amazon Web Services fleet for this connection. This VPC is managed by Amazon Web Services and does not appear in your Amazon Web Services account.
", "VpcPeeringConnectionStatus$Code": "Code indicating the status of a VPC peering connection.
", "VpcPeeringConnectionStatus$Message": "Additional messaging associated with the connection status.
" } @@ -2261,7 +2261,7 @@ "PlayerDataMap": { "base": null, "refs": { - "CreatePlayerSessionsInput$PlayerDataMap": "Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds
parameter are ignored.
Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon Web Services does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds
parameter are ignored.
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.
", - "StartGameSessionPlacementInput$PlayerLatencies": "A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
" + "GameSessionPlacement$PlayerLatencies": "A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions.
", + "StartGameSessionPlacementInput$PlayerLatencies": "A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
" } }, "PlayerLatencyPolicy": { @@ -2301,7 +2301,7 @@ "base": null, "refs": { "MatchmakingTicket$Players": "A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.
LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.
The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
", "GameSessionPlacement$Port": "The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED
).
A starting value for a range of allowed port numbers.
", - "IpPermission$ToPort": "An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
" + "IpPermission$FromPort": "A starting value for a range of allowed port numbers.
For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid.
", + "IpPermission$ToPort": "An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid.
", + "PlayerSession$Port": "Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP address and port number.
" } }, "PositiveInteger": { "base": null, "refs": { - "CreateGameServerGroupInput$MaxSize": "The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
", + "CreateGameServerGroupInput$MaxSize": "The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
", "DescribeFleetAttributesInput$Limit": "The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
The maximum number of results to return. Use this parameter with NextToken
to get results as a set of sequential pages.
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
, this value is 0.
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
or when using a custom Amazon S3 storage location, this value is 0.
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at \"0\".
" } }, @@ -2548,14 +2548,14 @@ } }, "S3Location": { - "base": "The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.
", + "base": "The location in Amazon S3 where build or script files are stored for access by Amazon Web Services. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.
", "refs": { - "CreateBuildInput$StorageLocation": "Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
", + "CreateBuildInput$StorageLocation": "Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon Web Services to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
If a StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket. Amazon Web Services will report a SizeOnDisk
of 0.
Amazon S3 location for your game build file, including bucket name and key.
", - "CreateScriptInput$StorageLocation": "The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
Amazon S3 path and key, identifying where the game build files are stored.
", "Script$StorageLocation": null, - "UpdateScriptInput$StorageLocation": "The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
Properties describing a Realtime script.
Related actions
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
", "refs": { - "CreateScriptOutput$Script": "The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
", + "CreateScriptOutput$Script": "The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services service.
", "DescribeScriptOutput$Script": "A set of properties describing the requested script.
", "ScriptList$member": null, - "UpdateScriptOutput$Script": "The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
" + "UpdateScriptOutput$Script": "The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services service.
" } }, "ScriptArn": { @@ -2739,7 +2739,7 @@ "base": null, "refs": { "AcceptMatchInput$PlayerIds": "A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
", - "AttributeValue$SL": "For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
", + "AttributeValue$SL": "For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
", "CreateFleetInput$LogPaths": " This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady()
and specify one or more directory paths in logParameters
. See more information in the Server API Reference.
This parameter is no longer used. Game session log paths are now defined using the GameLift server API ProcessReady()
logParameters
. See more information in the Server API Reference.
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
", + "base": "A label that can be assigned to a GameLift resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
TagResource | UntagResource | ListTagsForResource | All APIs by task
", "refs": { "TagList$member": null } @@ -2771,29 +2771,29 @@ "TagKey": { "base": null, "refs": { - "Tag$Key": "The key for a developer-defined key:value pair for tagging an AWS resource.
", + "Tag$Key": "The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
", "TagKeyList$member": null } }, "TagKeyList": { "base": null, "refs": { - "UntagResourceRequest$TagKeys": "A list of one or more tag keys to remove from the specified GameLift resource. An AWS resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.
" + "UntagResourceRequest$TagKeys": "A list of one or more tag keys to remove from the specified GameLift resource. An Amazon Web Services resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.
" } }, "TagList": { "base": null, "refs": { - "CreateAliasInput$Tags": "A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateBuildInput$Tags": "A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateFleetInput$Tags": "A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateGameServerGroupInput$Tags": "A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateGameSessionQueueInput$Tags": "A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateMatchmakingConfigurationInput$Tags": "A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateMatchmakingRuleSetInput$Tags": "A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", - "CreateScriptInput$Tags": "A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
", + "CreateAliasInput$Tags": "A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateBuildInput$Tags": "A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateFleetInput$Tags": "A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateGameServerGroupInput$Tags": "A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateGameSessionQueueInput$Tags": "A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateMatchmakingConfigurationInput$Tags": "A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateMatchmakingRuleSetInput$Tags": "A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", + "CreateScriptInput$Tags": "A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
", "ListTagsForResourceResponse$Tags": "The collection of tags that have been assigned to the specified resource.
", - "TagResourceRequest$Tags": "A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging AWS Resources for actual tagging limits.
" + "TagResourceRequest$Tags": "A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for actual tagging limits.
" } }, "TagResourceRequest": { @@ -2809,7 +2809,7 @@ "TagValue": { "base": null, "refs": { - "Tag$Value": "The value for a developer-defined key:value pair for tagging an AWS resource.
" + "Tag$Value": "The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
" } }, "TaggingFailedException": { @@ -2818,7 +2818,7 @@ } }, "TargetConfiguration": { - "base": "Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
", + "base": "Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon Web Services to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
Related actions
DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
", "refs": { "PutScalingPolicyInput$TargetConfiguration": "An object that contains settings for a target-based scaling policy.
", "ScalingPolicy$TargetConfiguration": "An object that contains settings for a target-based scaling policy.
" @@ -3018,7 +3018,7 @@ } }, "VpcPeeringAuthorization": { - "base": "Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "base": "Represents an authorization for a VPC peering connection between the VPC for an Amazon Web Services fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", "refs": { "CreateVpcPeeringAuthorizationOutput$VpcPeeringAuthorization": "Details on the requested VPC peering authorization, including expiration.
", "VpcPeeringAuthorizationList$member": null @@ -3027,11 +3027,11 @@ "VpcPeeringAuthorizationList": { "base": null, "refs": { - "DescribeVpcPeeringAuthorizationsOutput$VpcPeeringAuthorizations": "A collection of objects that describe all valid VPC peering operations for the current AWS account.
" + "DescribeVpcPeeringAuthorizationsOutput$VpcPeeringAuthorizations": "A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.
" } }, "VpcPeeringConnection": { - "base": "Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", + "base": "Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon Web Services fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
Related actions
CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
", "refs": { "VpcPeeringConnectionList$member": null } @@ -3063,13 +3063,13 @@ "WeightedCapacity": { "base": null, "refs": { - "InstanceDefinition$WeightedCapacity": "Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon EC2 Auto Scaling User Guide. Default value is \"1\".
" + "InstanceDefinition$WeightedCapacity": "Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is \"1\".
" } }, "WholeNumber": { "base": null, "refs": { - "CreateGameServerGroupInput$MinSize": "The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
", + "CreateGameServerGroupInput$MinSize": "The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
", "CreateGameSessionInput$MaximumPlayerSessionCount": "The maximum number of players that can be connected simultaneously to the game session.
", "CreateGameSessionQueueInput$TimeoutInSeconds": "The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
Actual number of instances that are ready to host game sessions.
", "EC2InstanceCounts$IDLE": "Number of active instances that are not currently hosting a game session.
", "EC2InstanceCounts$TERMINATING": "Number of instances that are no longer active but haven't yet been terminated.
", - "EC2InstanceLimit$CurrentInstances": "The number of instances for the specified type and location that are currently being used by the AWS account.
", + "EC2InstanceLimit$CurrentInstances": "The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.
", "EC2InstanceLimit$InstanceLimit": "The number of instances that is allowed for the specified instance type and location.
", "FleetUtilization$ActiveServerProcessCount": "The number of server processes in ACTIVE
status that are currently running across all instances in the fleet location.
The number of active game sessions that are currently being hosted across all instances in the fleet location.
", @@ -3097,7 +3097,7 @@ "ResourceCreationLimitPolicy$NewGameSessionsPerCreator": "The maximum number of game sessions that an individual can create during the policy period.
", "ResourceCreationLimitPolicy$PolicyPeriodInMinutes": "The time span used in evaluating the resource creation limit policy.
", "StartGameSessionPlacementInput$MaximumPlayerSessionCount": "The maximum number of players that can be connected simultaneously to the game session.
", - "UpdateFleetCapacityInput$DesiredInstances": "The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
", + "UpdateFleetCapacityInput$DesiredInstances": "The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
", "UpdateFleetCapacityInput$MinSize": "The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
", "UpdateFleetCapacityInput$MaxSize": "The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
", "UpdateGameSessionInput$MaximumPlayerSessionCount": "The maximum number of players that can be connected simultaneously to the game session.
", @@ -3108,8 +3108,8 @@ "ZipBlob": { "base": null, "refs": { - "CreateScriptInput$ZipFile": "A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip
.
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip
.
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip
.
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip
.
Specifies the full POSIX identity, including user ID (Uid
), group ID (Gid
), and any secondary groups IDs (SecondaryGids
), that controls your users' access to your Amazon Elastic File Systems (Amazon EFS). The POSIX permissions that are set on files and directories in your file system determines the level of access your users get when transferring files into and out of your Amazon EFS file systems.