AWS SDK for C++  0.14.3
AWS SDK for C++
Public Types | Public Member Functions | List of all members
Aws::GameLift::GameLiftClient Class Reference

#include <GameLiftClient.h>

+ Inheritance diagram for Aws::GameLift::GameLiftClient:

Public Types

typedef Aws::Client::AWSJsonClient BASECLASS
 
- Public Types inherited from Aws::Client::AWSJsonClient
typedef AWSClient BASECLASS
 

Public Member Functions

 GameLiftClient (const Client::ClientConfiguration &clientConfiguration=Client::ClientConfiguration())
 
 GameLiftClient (const Auth::AWSCredentials &credentials, const Client::ClientConfiguration &clientConfiguration=Client::ClientConfiguration())
 
 GameLiftClient (const std::shared_ptr< Auth::AWSCredentialsProvider > &credentialsProvider, const Client::ClientConfiguration &clientConfiguration=Client::ClientConfiguration())
 
virtual ~GameLiftClient ()
 
virtual Model::CreateAliasOutcome CreateAlias (const Model::CreateAliasRequest &request) const
 
virtual Model::CreateAliasOutcomeCallable CreateAliasCallable (const Model::CreateAliasRequest &request) const
 
virtual void CreateAliasAsync (const Model::CreateAliasRequest &request, const CreateAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateBuildOutcome CreateBuild (const Model::CreateBuildRequest &request) const
 
virtual Model::CreateBuildOutcomeCallable CreateBuildCallable (const Model::CreateBuildRequest &request) const
 
virtual void CreateBuildAsync (const Model::CreateBuildRequest &request, const CreateBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateFleetOutcome CreateFleet (const Model::CreateFleetRequest &request) const
 
virtual Model::CreateFleetOutcomeCallable CreateFleetCallable (const Model::CreateFleetRequest &request) const
 
virtual void CreateFleetAsync (const Model::CreateFleetRequest &request, const CreateFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateGameSessionOutcome CreateGameSession (const Model::CreateGameSessionRequest &request) const
 
virtual Model::CreateGameSessionOutcomeCallable CreateGameSessionCallable (const Model::CreateGameSessionRequest &request) const
 
virtual void CreateGameSessionAsync (const Model::CreateGameSessionRequest &request, const CreateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreatePlayerSessionOutcome CreatePlayerSession (const Model::CreatePlayerSessionRequest &request) const
 
virtual Model::CreatePlayerSessionOutcomeCallable CreatePlayerSessionCallable (const Model::CreatePlayerSessionRequest &request) const
 
virtual void CreatePlayerSessionAsync (const Model::CreatePlayerSessionRequest &request, const CreatePlayerSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreatePlayerSessionsOutcome CreatePlayerSessions (const Model::CreatePlayerSessionsRequest &request) const
 
virtual Model::CreatePlayerSessionsOutcomeCallable CreatePlayerSessionsCallable (const Model::CreatePlayerSessionsRequest &request) const
 
virtual void CreatePlayerSessionsAsync (const Model::CreatePlayerSessionsRequest &request, const CreatePlayerSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteAliasOutcome DeleteAlias (const Model::DeleteAliasRequest &request) const
 
virtual Model::DeleteAliasOutcomeCallable DeleteAliasCallable (const Model::DeleteAliasRequest &request) const
 
virtual void DeleteAliasAsync (const Model::DeleteAliasRequest &request, const DeleteAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteBuildOutcome DeleteBuild (const Model::DeleteBuildRequest &request) const
 
virtual Model::DeleteBuildOutcomeCallable DeleteBuildCallable (const Model::DeleteBuildRequest &request) const
 
virtual void DeleteBuildAsync (const Model::DeleteBuildRequest &request, const DeleteBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteFleetOutcome DeleteFleet (const Model::DeleteFleetRequest &request) const
 
virtual Model::DeleteFleetOutcomeCallable DeleteFleetCallable (const Model::DeleteFleetRequest &request) const
 
virtual void DeleteFleetAsync (const Model::DeleteFleetRequest &request, const DeleteFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteScalingPolicyOutcome DeleteScalingPolicy (const Model::DeleteScalingPolicyRequest &request) const
 
virtual Model::DeleteScalingPolicyOutcomeCallable DeleteScalingPolicyCallable (const Model::DeleteScalingPolicyRequest &request) const
 
virtual void DeleteScalingPolicyAsync (const Model::DeleteScalingPolicyRequest &request, const DeleteScalingPolicyResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeAliasOutcome DescribeAlias (const Model::DescribeAliasRequest &request) const
 
virtual Model::DescribeAliasOutcomeCallable DescribeAliasCallable (const Model::DescribeAliasRequest &request) const
 
virtual void DescribeAliasAsync (const Model::DescribeAliasRequest &request, const DescribeAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeBuildOutcome DescribeBuild (const Model::DescribeBuildRequest &request) const
 
virtual Model::DescribeBuildOutcomeCallable DescribeBuildCallable (const Model::DescribeBuildRequest &request) const
 
virtual void DescribeBuildAsync (const Model::DescribeBuildRequest &request, const DescribeBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeEC2InstanceLimitsOutcome DescribeEC2InstanceLimits (const Model::DescribeEC2InstanceLimitsRequest &request) const
 
virtual Model::DescribeEC2InstanceLimitsOutcomeCallable DescribeEC2InstanceLimitsCallable (const Model::DescribeEC2InstanceLimitsRequest &request) const
 
virtual void DescribeEC2InstanceLimitsAsync (const Model::DescribeEC2InstanceLimitsRequest &request, const DescribeEC2InstanceLimitsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetAttributesOutcome DescribeFleetAttributes (const Model::DescribeFleetAttributesRequest &request) const
 
virtual Model::DescribeFleetAttributesOutcomeCallable DescribeFleetAttributesCallable (const Model::DescribeFleetAttributesRequest &request) const
 
virtual void DescribeFleetAttributesAsync (const Model::DescribeFleetAttributesRequest &request, const DescribeFleetAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetCapacityOutcome DescribeFleetCapacity (const Model::DescribeFleetCapacityRequest &request) const
 
virtual Model::DescribeFleetCapacityOutcomeCallable DescribeFleetCapacityCallable (const Model::DescribeFleetCapacityRequest &request) const
 
virtual void DescribeFleetCapacityAsync (const Model::DescribeFleetCapacityRequest &request, const DescribeFleetCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetEventsOutcome DescribeFleetEvents (const Model::DescribeFleetEventsRequest &request) const
 
virtual Model::DescribeFleetEventsOutcomeCallable DescribeFleetEventsCallable (const Model::DescribeFleetEventsRequest &request) const
 
virtual void DescribeFleetEventsAsync (const Model::DescribeFleetEventsRequest &request, const DescribeFleetEventsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetPortSettingsOutcome DescribeFleetPortSettings (const Model::DescribeFleetPortSettingsRequest &request) const
 
virtual Model::DescribeFleetPortSettingsOutcomeCallable DescribeFleetPortSettingsCallable (const Model::DescribeFleetPortSettingsRequest &request) const
 
virtual void DescribeFleetPortSettingsAsync (const Model::DescribeFleetPortSettingsRequest &request, const DescribeFleetPortSettingsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetUtilizationOutcome DescribeFleetUtilization (const Model::DescribeFleetUtilizationRequest &request) const
 
virtual Model::DescribeFleetUtilizationOutcomeCallable DescribeFleetUtilizationCallable (const Model::DescribeFleetUtilizationRequest &request) const
 
virtual void DescribeFleetUtilizationAsync (const Model::DescribeFleetUtilizationRequest &request, const DescribeFleetUtilizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameSessionDetailsOutcome DescribeGameSessionDetails (const Model::DescribeGameSessionDetailsRequest &request) const
 
virtual Model::DescribeGameSessionDetailsOutcomeCallable DescribeGameSessionDetailsCallable (const Model::DescribeGameSessionDetailsRequest &request) const
 
virtual void DescribeGameSessionDetailsAsync (const Model::DescribeGameSessionDetailsRequest &request, const DescribeGameSessionDetailsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameSessionsOutcome DescribeGameSessions (const Model::DescribeGameSessionsRequest &request) const
 
virtual Model::DescribeGameSessionsOutcomeCallable DescribeGameSessionsCallable (const Model::DescribeGameSessionsRequest &request) const
 
virtual void DescribeGameSessionsAsync (const Model::DescribeGameSessionsRequest &request, const DescribeGameSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribePlayerSessionsOutcome DescribePlayerSessions (const Model::DescribePlayerSessionsRequest &request) const
 
virtual Model::DescribePlayerSessionsOutcomeCallable DescribePlayerSessionsCallable (const Model::DescribePlayerSessionsRequest &request) const
 
virtual void DescribePlayerSessionsAsync (const Model::DescribePlayerSessionsRequest &request, const DescribePlayerSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeRuntimeConfigurationOutcome DescribeRuntimeConfiguration (const Model::DescribeRuntimeConfigurationRequest &request) const
 
virtual Model::DescribeRuntimeConfigurationOutcomeCallable DescribeRuntimeConfigurationCallable (const Model::DescribeRuntimeConfigurationRequest &request) const
 
virtual void DescribeRuntimeConfigurationAsync (const Model::DescribeRuntimeConfigurationRequest &request, const DescribeRuntimeConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeScalingPoliciesOutcome DescribeScalingPolicies (const Model::DescribeScalingPoliciesRequest &request) const
 
virtual Model::DescribeScalingPoliciesOutcomeCallable DescribeScalingPoliciesCallable (const Model::DescribeScalingPoliciesRequest &request) const
 
virtual void DescribeScalingPoliciesAsync (const Model::DescribeScalingPoliciesRequest &request, const DescribeScalingPoliciesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::GetGameSessionLogUrlOutcome GetGameSessionLogUrl (const Model::GetGameSessionLogUrlRequest &request) const
 
virtual Model::GetGameSessionLogUrlOutcomeCallable GetGameSessionLogUrlCallable (const Model::GetGameSessionLogUrlRequest &request) const
 
virtual void GetGameSessionLogUrlAsync (const Model::GetGameSessionLogUrlRequest &request, const GetGameSessionLogUrlResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListAliasesOutcome ListAliases (const Model::ListAliasesRequest &request) const
 
virtual Model::ListAliasesOutcomeCallable ListAliasesCallable (const Model::ListAliasesRequest &request) const
 
virtual void ListAliasesAsync (const Model::ListAliasesRequest &request, const ListAliasesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListBuildsOutcome ListBuilds (const Model::ListBuildsRequest &request) const
 
virtual Model::ListBuildsOutcomeCallable ListBuildsCallable (const Model::ListBuildsRequest &request) const
 
virtual void ListBuildsAsync (const Model::ListBuildsRequest &request, const ListBuildsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListFleetsOutcome ListFleets (const Model::ListFleetsRequest &request) const
 
virtual Model::ListFleetsOutcomeCallable ListFleetsCallable (const Model::ListFleetsRequest &request) const
 
virtual void ListFleetsAsync (const Model::ListFleetsRequest &request, const ListFleetsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::PutScalingPolicyOutcome PutScalingPolicy (const Model::PutScalingPolicyRequest &request) const
 
virtual Model::PutScalingPolicyOutcomeCallable PutScalingPolicyCallable (const Model::PutScalingPolicyRequest &request) const
 
virtual void PutScalingPolicyAsync (const Model::PutScalingPolicyRequest &request, const PutScalingPolicyResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::RequestUploadCredentialsOutcome RequestUploadCredentials (const Model::RequestUploadCredentialsRequest &request) const
 
virtual Model::RequestUploadCredentialsOutcomeCallable RequestUploadCredentialsCallable (const Model::RequestUploadCredentialsRequest &request) const
 
virtual void RequestUploadCredentialsAsync (const Model::RequestUploadCredentialsRequest &request, const RequestUploadCredentialsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ResolveAliasOutcome ResolveAlias (const Model::ResolveAliasRequest &request) const
 
virtual Model::ResolveAliasOutcomeCallable ResolveAliasCallable (const Model::ResolveAliasRequest &request) const
 
virtual void ResolveAliasAsync (const Model::ResolveAliasRequest &request, const ResolveAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::SearchGameSessionsOutcome SearchGameSessions (const Model::SearchGameSessionsRequest &request) const
 
virtual Model::SearchGameSessionsOutcomeCallable SearchGameSessionsCallable (const Model::SearchGameSessionsRequest &request) const
 
virtual void SearchGameSessionsAsync (const Model::SearchGameSessionsRequest &request, const SearchGameSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateAliasOutcome UpdateAlias (const Model::UpdateAliasRequest &request) const
 
virtual Model::UpdateAliasOutcomeCallable UpdateAliasCallable (const Model::UpdateAliasRequest &request) const
 
virtual void UpdateAliasAsync (const Model::UpdateAliasRequest &request, const UpdateAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateBuildOutcome UpdateBuild (const Model::UpdateBuildRequest &request) const
 
virtual Model::UpdateBuildOutcomeCallable UpdateBuildCallable (const Model::UpdateBuildRequest &request) const
 
virtual void UpdateBuildAsync (const Model::UpdateBuildRequest &request, const UpdateBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateFleetAttributesOutcome UpdateFleetAttributes (const Model::UpdateFleetAttributesRequest &request) const
 
virtual Model::UpdateFleetAttributesOutcomeCallable UpdateFleetAttributesCallable (const Model::UpdateFleetAttributesRequest &request) const
 
virtual void UpdateFleetAttributesAsync (const Model::UpdateFleetAttributesRequest &request, const UpdateFleetAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateFleetCapacityOutcome UpdateFleetCapacity (const Model::UpdateFleetCapacityRequest &request) const
 
virtual Model::UpdateFleetCapacityOutcomeCallable UpdateFleetCapacityCallable (const Model::UpdateFleetCapacityRequest &request) const
 
virtual void UpdateFleetCapacityAsync (const Model::UpdateFleetCapacityRequest &request, const UpdateFleetCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateFleetPortSettingsOutcome UpdateFleetPortSettings (const Model::UpdateFleetPortSettingsRequest &request) const
 
virtual Model::UpdateFleetPortSettingsOutcomeCallable UpdateFleetPortSettingsCallable (const Model::UpdateFleetPortSettingsRequest &request) const
 
virtual void UpdateFleetPortSettingsAsync (const Model::UpdateFleetPortSettingsRequest &request, const UpdateFleetPortSettingsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateGameSessionOutcome UpdateGameSession (const Model::UpdateGameSessionRequest &request) const
 
virtual Model::UpdateGameSessionOutcomeCallable UpdateGameSessionCallable (const Model::UpdateGameSessionRequest &request) const
 
virtual void UpdateGameSessionAsync (const Model::UpdateGameSessionRequest &request, const UpdateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateRuntimeConfigurationOutcome UpdateRuntimeConfiguration (const Model::UpdateRuntimeConfigurationRequest &request) const
 
virtual Model::UpdateRuntimeConfigurationOutcomeCallable UpdateRuntimeConfigurationCallable (const Model::UpdateRuntimeConfigurationRequest &request) const
 
virtual void UpdateRuntimeConfigurationAsync (const Model::UpdateRuntimeConfigurationRequest &request, const UpdateRuntimeConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
- Public Member Functions inherited from Aws::Client::AWSJsonClient
 AWSJsonClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Client::AWSAuthSigner > &signer, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
virtual ~AWSJsonClient ()=default
 
- Public Member Functions inherited from Aws::Client::AWSClient
 AWSClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Client::AWSAuthSigner > &signer, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
virtual ~AWSClient ()
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, long long expirationInSeconds=0)
 
void DisableRequestProcessing ()
 
void EnableRequestProcessing ()
 

Additional Inherited Members

- Protected Member Functions inherited from Aws::Client::AWSJsonClient
virtual AWSError< CoreErrorsBuildAWSError (const std::shared_ptr< Aws::Http::HttpResponse > &response) const override
 
JsonOutcome MakeRequest (const Aws::String &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method=Http::HttpMethod::HTTP_POST) const
 
JsonOutcome MakeRequest (const Aws::String &uri, Http::HttpMethod method=Http::HttpMethod::HTTP_POST) const
 
- Protected Member Functions inherited from Aws::Client::AWSClient
HttpResponseOutcome AttemptExhaustively (const Aws::String &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod httpMethod) const
 
HttpResponseOutcome AttemptExhaustively (const Aws::String &uri, Http::HttpMethod httpMethod) const
 
HttpResponseOutcome AttemptOneRequest (const Aws::String &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod httpMethod) const
 
HttpResponseOutcome AttemptOneRequest (const Aws::String &uri, Http::HttpMethod httpMethod) const
 
StreamOutcome MakeRequestWithUnparsedResponse (const Aws::String &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method=Http::HttpMethod::HTTP_POST) const
 
virtual void BuildHttpRequest (const Aws::AmazonWebServiceRequest &request, const std::shared_ptr< Aws::Http::HttpRequest > &httpRequest) const
 
const std::shared_ptr< AWSErrorMarshaller > & GetErrorMarshaller () const
 

Detailed Description

<fullname>Amazon GameLift Service</fullname>

Welcome to the Amazon GameLift API Reference. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management.

This reference describes the low-level service API for GameLift. You can call this API directly or use the AWS SDK for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the AWS command-line interface (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console.

More Resources

Manage Games and Players Through GameLift

Call these actions from your game clients and/or services to create and manage multiplayer game sessions and player sessions.

Set Up and Manage Game Servers

Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you'll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you've created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc.

To view changes to the API, see the GameLift Document History page.

Definition at line 320 of file GameLiftClient.h.

Member Typedef Documentation

Definition at line 323 of file GameLiftClient.h.

Constructor & Destructor Documentation

Aws::GameLift::GameLiftClient::GameLiftClient ( const Client::ClientConfiguration clientConfiguration = Client::ClientConfiguration())

Initializes client to use DefaultCredentialProviderChain, with default http client factory, and optional client config. If client config is not specified, it will be initialized to default values.

Aws::GameLift::GameLiftClient::GameLiftClient ( const Auth::AWSCredentials credentials,
const Client::ClientConfiguration clientConfiguration = Client::ClientConfiguration() 
)

Initializes client to use SimpleAWSCredentialsProvider, with default http client factory, and optional client config. If client config is not specified, it will be initialized to default values.

Aws::GameLift::GameLiftClient::GameLiftClient ( const std::shared_ptr< Auth::AWSCredentialsProvider > &  credentialsProvider,
const Client::ClientConfiguration clientConfiguration = Client::ClientConfiguration() 
)

Initializes client to use specified credentials provider with specified client config. If http client factory is not supplied, the default http client factory will be used

virtual Aws::GameLift::GameLiftClient::~GameLiftClient ( )
virtual

Member Function Documentation

virtual Model::CreateAliasOutcome Aws::GameLift::GameLiftClient::CreateAlias ( const Model::CreateAliasRequest request) const
virtual

Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.

To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.

virtual void Aws::GameLift::GameLiftClient::CreateAliasAsync ( const Model::CreateAliasRequest request,
const CreateAliasResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.

To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::CreateAliasOutcomeCallable Aws::GameLift::GameLiftClient::CreateAliasCallable ( const Model::CreateAliasRequest request) const
virtual

Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.

To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::CreateBuildOutcome Aws::GameLift::GameLiftClient::CreateBuild ( const Model::CreateBuildRequest request) const
virtual

Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is INITIALIZED, you can upload your game build.

<important>

Do not use this API action unless you are using your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide for more details on the CLI and the upload process.)

</important>

To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.

virtual void Aws::GameLift::GameLiftClient::CreateBuildAsync ( const Model::CreateBuildRequest request,
const CreateBuildResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is INITIALIZED, you can upload your game build.

<important>

Do not use this API action unless you are using your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide for more details on the CLI and the upload process.)

</important>

To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::CreateBuildOutcomeCallable Aws::GameLift::GameLiftClient::CreateBuildCallable ( const Model::CreateBuildRequest request) const
virtual

Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is INITIALIZED, you can upload your game build.

<important>

Do not use this API action unless you are using your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide for more details on the CLI and the upload process.)

</important>

To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::CreateFleetOutcome Aws::GameLift::GameLiftClient::CreateFleet ( const Model::CreateFleetRequest request) const
virtual

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

  • Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).
  • Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance.
  • Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds.
  • Begins writing events to the fleet event log, which can be accessed in the GameLift console.
  • Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session.

After a fleet is created, use the following actions to change fleet properties and configuration:

  • UpdateFleetAttributes – Update fleet metadata, including name and description.
  • UpdateFleetCapacity – Increase or decrease the number of instances you want the fleet to maintain.
  • UpdateFleetPortSettings – Change the IP address and port ranges that allow access to incoming traffic.
  • UpdateRuntimeConfiguration – Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.
virtual void Aws::GameLift::GameLiftClient::CreateFleetAsync ( const Model::CreateFleetRequest request,
const CreateFleetResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

  • Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).
  • Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance.
  • Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds.
  • Begins writing events to the fleet event log, which can be accessed in the GameLift console.
  • Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session.

After a fleet is created, use the following actions to change fleet properties and configuration:

  • UpdateFleetAttributes – Update fleet metadata, including name and description.
  • UpdateFleetCapacity – Increase or decrease the number of instances you want the fleet to maintain.
  • UpdateFleetPortSettings – Change the IP address and port ranges that allow access to incoming traffic.
  • UpdateRuntimeConfiguration – Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::CreateFleetOutcomeCallable Aws::GameLift::GameLiftClient::CreateFleetCallable ( const Model::CreateFleetRequest request) const
virtual

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

  • Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).
  • Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance.
  • Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds.
  • Begins writing events to the fleet event log, which can be accessed in the GameLift console.
  • Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session.

After a fleet is created, use the following actions to change fleet properties and configuration:

  • UpdateFleetAttributes – Update fleet metadata, including name and description.
  • UpdateFleetCapacity – Increase or decrease the number of instances you want the fleet to maintain.
  • UpdateFleetPortSettings – Change the IP address and port ranges that allow access to incoming traffic.
  • UpdateRuntimeConfiguration – Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::CreateGameSessionOutcome Aws::GameLift::GameLiftClient::CreateGameSession ( const Model::CreateGameSessionRequest request) const
virtual

Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which initializes a new server process to host the game session. A fleet must be in an ACTIVE status before a game session can be created in it.

To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.

virtual void Aws::GameLift::GameLiftClient::CreateGameSessionAsync ( const Model::CreateGameSessionRequest request,
const CreateGameSessionResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which initializes a new server process to host the game session. A fleet must be in an ACTIVE status before a game session can be created in it.

To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::CreateGameSessionOutcomeCallable Aws::GameLift::GameLiftClient::CreateGameSessionCallable ( const Model::CreateGameSessionRequest request) const
virtual

Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which initializes a new server process to host the game session. A fleet must be in an ACTIVE status before a game session can be created in it.

To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::CreatePlayerSessionOutcome Aws::GameLift::GameLiftClient::CreatePlayerSession ( const Model::CreatePlayerSessionRequest request) const
virtual

Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.

virtual void Aws::GameLift::GameLiftClient::CreatePlayerSessionAsync ( const Model::CreatePlayerSessionRequest request,
const CreatePlayerSessionResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::CreatePlayerSessionOutcomeCallable Aws::GameLift::GameLiftClient::CreatePlayerSessionCallable ( const Model::CreatePlayerSessionRequest request) const
virtual

Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::CreatePlayerSessionsOutcome Aws::GameLift::GameLiftClient::CreatePlayerSessions ( const Model::CreatePlayerSessionsRequest request) const
virtual

Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.

virtual void Aws::GameLift::GameLiftClient::CreatePlayerSessionsAsync ( const Model::CreatePlayerSessionsRequest request,
const CreatePlayerSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::CreatePlayerSessionsOutcomeCallable Aws::GameLift::GameLiftClient::CreatePlayerSessionsCallable ( const Model::CreatePlayerSessionsRequest request) const
virtual

Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DeleteAliasOutcome Aws::GameLift::GameLiftClient::DeleteAlias ( const Model::DeleteAliasRequest request) const
virtual

Deletes an alias. This action 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.

virtual void Aws::GameLift::GameLiftClient::DeleteAliasAsync ( const Model::DeleteAliasRequest request,
const DeleteAliasResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Deletes an alias. This action 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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DeleteAliasOutcomeCallable Aws::GameLift::GameLiftClient::DeleteAliasCallable ( const Model::DeleteAliasRequest request) const
virtual

Deletes an alias. This action 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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DeleteBuildOutcome Aws::GameLift::GameLiftClient::DeleteBuild ( const Model::DeleteBuildRequest request) const
virtual

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. 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.

virtual void Aws::GameLift::GameLiftClient::DeleteBuildAsync ( const Model::DeleteBuildRequest request,
const DeleteBuildResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. 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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DeleteBuildOutcomeCallable Aws::GameLift::GameLiftClient::DeleteBuildCallable ( const Model::DeleteBuildRequest request) const
virtual

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. 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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DeleteFleetOutcome Aws::GameLift::GameLiftClient::DeleteFleet ( const Model::DeleteFleetRequest request) const
virtual

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

virtual void Aws::GameLift::GameLiftClient::DeleteFleetAsync ( const Model::DeleteFleetRequest request,
const DeleteFleetResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DeleteFleetOutcomeCallable Aws::GameLift::GameLiftClient::DeleteFleetCallable ( const Model::DeleteFleetRequest request) const
virtual

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DeleteScalingPolicyOutcome Aws::GameLift::GameLiftClient::DeleteScalingPolicy ( const Model::DeleteScalingPolicyRequest request) const
virtual

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

virtual void Aws::GameLift::GameLiftClient::DeleteScalingPolicyAsync ( const Model::DeleteScalingPolicyRequest request,
const DeleteScalingPolicyResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DeleteScalingPolicyOutcomeCallable Aws::GameLift::GameLiftClient::DeleteScalingPolicyCallable ( const Model::DeleteScalingPolicyRequest request) const
virtual

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeAliasOutcome Aws::GameLift::GameLiftClient::DescribeAlias ( const Model::DescribeAliasRequest request) const
virtual

Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.

virtual void Aws::GameLift::GameLiftClient::DescribeAliasAsync ( const Model::DescribeAliasRequest request,
const DescribeAliasResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeAliasOutcomeCallable Aws::GameLift::GameLiftClient::DescribeAliasCallable ( const Model::DescribeAliasRequest request) const
virtual

Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeBuildOutcome Aws::GameLift::GameLiftClient::DescribeBuild ( const Model::DescribeBuildRequest request) const
virtual

Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

virtual void Aws::GameLift::GameLiftClient::DescribeBuildAsync ( const Model::DescribeBuildRequest request,
const DescribeBuildResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeBuildOutcomeCallable Aws::GameLift::GameLiftClient::DescribeBuildCallable ( const Model::DescribeBuildRequest request) const
virtual

Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeEC2InstanceLimitsOutcome Aws::GameLift::GameLiftClient::DescribeEC2InstanceLimits ( const Model::DescribeEC2InstanceLimitsRequest request) const
virtual

Retrieves the following information for the specified EC2 instance type:

  • maximum number of instances allowed per AWS account (service limit)
  • current usage level for the AWS account

Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).

virtual void Aws::GameLift::GameLiftClient::DescribeEC2InstanceLimitsAsync ( const Model::DescribeEC2InstanceLimitsRequest request,
const DescribeEC2InstanceLimitsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the following information for the specified EC2 instance type:

  • maximum number of instances allowed per AWS account (service limit)
  • current usage level for the AWS account

Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeEC2InstanceLimitsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeEC2InstanceLimitsCallable ( const Model::DescribeEC2InstanceLimitsRequest request) const
virtual

Retrieves the following information for the specified EC2 instance type:

  • maximum number of instances allowed per AWS account (service limit)
  • current usage level for the AWS account

Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeFleetAttributesOutcome Aws::GameLift::GameLiftClient::DescribeFleetAttributes ( const Model::DescribeFleetAttributesRequest request) const
virtual

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

virtual void Aws::GameLift::GameLiftClient::DescribeFleetAttributesAsync ( const Model::DescribeFleetAttributesRequest request,
const DescribeFleetAttributesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeFleetAttributesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetAttributesCallable ( const Model::DescribeFleetAttributesRequest request) const
virtual

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeFleetCapacityOutcome Aws::GameLift::GameLiftClient::DescribeFleetCapacity ( const Model::DescribeFleetCapacityRequest request) const
virtual

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

virtual void Aws::GameLift::GameLiftClient::DescribeFleetCapacityAsync ( const Model::DescribeFleetCapacityRequest request,
const DescribeFleetCapacityResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeFleetCapacityOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetCapacityCallable ( const Model::DescribeFleetCapacityRequest request) const
virtual

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeFleetEventsOutcome Aws::GameLift::GameLiftClient::DescribeFleetEvents ( const Model::DescribeFleetEventsRequest request) const
virtual

Retrieves entries from the specified fleet's event log. 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.

virtual void Aws::GameLift::GameLiftClient::DescribeFleetEventsAsync ( const Model::DescribeFleetEventsRequest request,
const DescribeFleetEventsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves entries from the specified fleet's event log. 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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeFleetEventsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetEventsCallable ( const Model::DescribeFleetEventsRequest request) const
virtual

Retrieves entries from the specified fleet's event log. 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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeFleetPortSettingsOutcome Aws::GameLift::GameLiftClient::DescribeFleetPortSettings ( const Model::DescribeFleetPortSettingsRequest request) const
virtual

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

virtual void Aws::GameLift::GameLiftClient::DescribeFleetPortSettingsAsync ( const Model::DescribeFleetPortSettingsRequest request,
const DescribeFleetPortSettingsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeFleetPortSettingsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetPortSettingsCallable ( const Model::DescribeFleetPortSettingsRequest request) const
virtual

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeFleetUtilizationOutcome Aws::GameLift::GameLiftClient::DescribeFleetUtilization ( const Model::DescribeFleetUtilizationRequest request) const
virtual

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

virtual void Aws::GameLift::GameLiftClient::DescribeFleetUtilizationAsync ( const Model::DescribeFleetUtilizationRequest request,
const DescribeFleetUtilizationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeFleetUtilizationOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetUtilizationCallable ( const Model::DescribeFleetUtilizationRequest request) const
virtual

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

<note>

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeGameSessionDetailsOutcome Aws::GameLift::GameLiftClient::DescribeGameSessionDetails ( const Model::DescribeGameSessionDetailsRequest request) const
virtual

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

virtual void Aws::GameLift::GameLiftClient::DescribeGameSessionDetailsAsync ( const Model::DescribeGameSessionDetailsRequest request,
const DescribeGameSessionDetailsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeGameSessionDetailsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionDetailsCallable ( const Model::DescribeGameSessionDetailsRequest request) const
virtual

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeGameSessionsOutcome Aws::GameLift::GameLiftClient::DescribeGameSessions ( const Model::DescribeGameSessionsRequest request) const
virtual

Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.

virtual void Aws::GameLift::GameLiftClient::DescribeGameSessionsAsync ( const Model::DescribeGameSessionsRequest request,
const DescribeGameSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeGameSessionsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionsCallable ( const Model::DescribeGameSessionsRequest request) const
virtual

Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribePlayerSessionsOutcome Aws::GameLift::GameLiftClient::DescribePlayerSessions ( const Model::DescribePlayerSessionsRequest request) const
virtual

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a 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 matching the request.

virtual void Aws::GameLift::GameLiftClient::DescribePlayerSessionsAsync ( const Model::DescribePlayerSessionsRequest request,
const DescribePlayerSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a 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 matching the request.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribePlayerSessionsOutcomeCallable Aws::GameLift::GameLiftClient::DescribePlayerSessionsCallable ( const Model::DescribePlayerSessionsRequest request) const
virtual

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a 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 matching the request.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeRuntimeConfigurationOutcome Aws::GameLift::GameLiftClient::DescribeRuntimeConfiguration ( const Model::DescribeRuntimeConfigurationRequest request) const
virtual

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.

virtual void Aws::GameLift::GameLiftClient::DescribeRuntimeConfigurationAsync ( const Model::DescribeRuntimeConfigurationRequest request,
const DescribeRuntimeConfigurationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeRuntimeConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::DescribeRuntimeConfigurationCallable ( const Model::DescribeRuntimeConfigurationRequest request) const
virtual

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::DescribeScalingPoliciesOutcome Aws::GameLift::GameLiftClient::DescribeScalingPolicies ( const Model::DescribeScalingPoliciesRequest request) const
virtual

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.

virtual void Aws::GameLift::GameLiftClient::DescribeScalingPoliciesAsync ( const Model::DescribeScalingPoliciesRequest request,
const DescribeScalingPoliciesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::DescribeScalingPoliciesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeScalingPoliciesCallable ( const Model::DescribeScalingPoliciesRequest request) const
virtual

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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::GetGameSessionLogUrlOutcome Aws::GameLift::GameLiftClient::GetGameSessionLogUrl ( const Model::GetGameSessionLogUrlRequest request) const
virtual

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.

<note>

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

</note>

virtual void Aws::GameLift::GameLiftClient::GetGameSessionLogUrlAsync ( const Model::GetGameSessionLogUrlRequest request,
const GetGameSessionLogUrlResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.

<note>

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::GetGameSessionLogUrlOutcomeCallable Aws::GameLift::GameLiftClient::GetGameSessionLogUrlCallable ( const Model::GetGameSessionLogUrlRequest request) const
virtual

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.

<note>

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::ListAliasesOutcome Aws::GameLift::GameLiftClient::ListAliases ( const Model::ListAliasesRequest request) const
virtual

Retrieves a collection of alias records 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.

<note>

Aliases are not listed in any particular order.

</note>

virtual void Aws::GameLift::GameLiftClient::ListAliasesAsync ( const Model::ListAliasesRequest request,
const ListAliasesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves a collection of alias records 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.

<note>

Aliases are not listed in any particular order.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::ListAliasesOutcomeCallable Aws::GameLift::GameLiftClient::ListAliasesCallable ( const Model::ListAliasesRequest request) const
virtual

Retrieves a collection of alias records 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.

<note>

Aliases are not listed in any particular order.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::ListBuildsOutcome Aws::GameLift::GameLiftClient::ListBuilds ( const Model::ListBuildsRequest request) const
virtual

Retrieves build records 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.

<note>

Build records are not listed in any particular order.

</note>

virtual void Aws::GameLift::GameLiftClient::ListBuildsAsync ( const Model::ListBuildsRequest request,
const ListBuildsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves build records 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.

<note>

Build records are not listed in any particular order.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::ListBuildsOutcomeCallable Aws::GameLift::GameLiftClient::ListBuildsCallable ( const Model::ListBuildsRequest request) const
virtual

Retrieves build records 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.

<note>

Build records are not listed in any particular order.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::ListFleetsOutcome Aws::GameLift::GameLiftClient::ListFleets ( const Model::ListFleetsRequest request) const
virtual

Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

<note>

Fleet records are not listed in any particular order.

</note>

virtual void Aws::GameLift::GameLiftClient::ListFleetsAsync ( const Model::ListFleetsRequest request,
const ListFleetsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

<note>

Fleet records are not listed in any particular order.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::ListFleetsOutcomeCallable Aws::GameLift::GameLiftClient::ListFleetsCallable ( const Model::ListFleetsRequest request) const
virtual

Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

<note>

Fleet records are not listed in any particular order.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::PutScalingPolicyOutcome Aws::GameLift::GameLiftClient::PutScalingPolicy ( const Model::PutScalingPolicyRequest request) const
virtual

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

virtual void Aws::GameLift::GameLiftClient::PutScalingPolicyAsync ( const Model::PutScalingPolicyRequest request,
const PutScalingPolicyResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::PutScalingPolicyOutcomeCallable Aws::GameLift::GameLiftClient::PutScalingPolicyCallable ( const Model::PutScalingPolicyRequest request) const
virtual

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::RequestUploadCredentialsOutcome Aws::GameLift::GameLiftClient::RequestUploadCredentials ( const Model::RequestUploadCredentialsRequest request) const
virtual

Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

<important>

Call this action only if you need credentials for a build created with CreateBuild. This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.

</important>

Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to READY. Once this happens, you must create a brand new build.

virtual void Aws::GameLift::GameLiftClient::RequestUploadCredentialsAsync ( const Model::RequestUploadCredentialsRequest request,
const RequestUploadCredentialsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

<important>

Call this action only if you need credentials for a build created with CreateBuild. This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.

</important>

Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to READY. Once this happens, you must create a brand new build.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::RequestUploadCredentialsOutcomeCallable Aws::GameLift::GameLiftClient::RequestUploadCredentialsCallable ( const Model::RequestUploadCredentialsRequest request) const
virtual

Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

<important>

Call this action only if you need credentials for a build created with CreateBuild. This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.

</important>

Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to READY. Once this happens, you must create a brand new build.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::ResolveAliasOutcome Aws::GameLift::GameLiftClient::ResolveAlias ( const Model::ResolveAliasRequest request) const
virtual

Retrieves the fleet ID that a specified alias is currently pointing to.

virtual void Aws::GameLift::GameLiftClient::ResolveAliasAsync ( const Model::ResolveAliasRequest request,
const ResolveAliasResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the fleet ID that a specified alias is currently pointing to.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::ResolveAliasOutcomeCallable Aws::GameLift::GameLiftClient::ResolveAliasCallable ( const Model::ResolveAliasRequest request) const
virtual

Retrieves the fleet ID that a specified alias is currently pointing to.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::SearchGameSessionsOutcome Aws::GameLift::GameLiftClient::SearchGameSessions ( const Model::SearchGameSessionsRequest request) const
virtual

Retrieves a list of game sessions in a fleet that match a set of search criteria and sorts them in a specified order. Currently game session searches are limited to a single fleet. Search results include only game sessions that are in ACTIVE status.

You can search or sort by the following game session attributes:

  • gameSessionId – ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.
  • 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.
  • 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.
  • 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.
  • hasAvailablePlayerSessions – Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.

<note>

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.

</note>

virtual void Aws::GameLift::GameLiftClient::SearchGameSessionsAsync ( const Model::SearchGameSessionsRequest request,
const SearchGameSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves a list of game sessions in a fleet that match a set of search criteria and sorts them in a specified order. Currently game session searches are limited to a single fleet. Search results include only game sessions that are in ACTIVE status.

You can search or sort by the following game session attributes:

  • gameSessionId – ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.
  • 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.
  • 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.
  • 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.
  • hasAvailablePlayerSessions – Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.

<note>

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.

</note>

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::SearchGameSessionsOutcomeCallable Aws::GameLift::GameLiftClient::SearchGameSessionsCallable ( const Model::SearchGameSessionsRequest request) const
virtual

Retrieves a list of game sessions in a fleet that match a set of search criteria and sorts them in a specified order. Currently game session searches are limited to a single fleet. Search results include only game sessions that are in ACTIVE status.

You can search or sort by the following game session attributes:

  • gameSessionId – ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.
  • 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.
  • 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.
  • 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.
  • hasAvailablePlayerSessions – Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.

<note>

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.

</note>

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateAliasOutcome Aws::GameLift::GameLiftClient::UpdateAlias ( const Model::UpdateAliasRequest request) const
virtual

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.

virtual void Aws::GameLift::GameLiftClient::UpdateAliasAsync ( const Model::UpdateAliasRequest request,
const UpdateAliasResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateAliasOutcomeCallable Aws::GameLift::GameLiftClient::UpdateAliasCallable ( const Model::UpdateAliasRequest request) const
virtual

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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateBuildOutcome Aws::GameLift::GameLiftClient::UpdateBuild ( const Model::UpdateBuildRequest request) const
virtual

Updates metadata in a build record, 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.

virtual void Aws::GameLift::GameLiftClient::UpdateBuildAsync ( const Model::UpdateBuildRequest request,
const UpdateBuildResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Updates metadata in a build record, 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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateBuildOutcomeCallable Aws::GameLift::GameLiftClient::UpdateBuildCallable ( const Model::UpdateBuildRequest request) const
virtual

Updates metadata in a build record, 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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateFleetAttributesOutcome Aws::GameLift::GameLiftClient::UpdateFleetAttributes ( const Model::UpdateFleetAttributesRequest request) const
virtual

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.

virtual void Aws::GameLift::GameLiftClient::UpdateFleetAttributesAsync ( const Model::UpdateFleetAttributesRequest request,
const UpdateFleetAttributesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateFleetAttributesOutcomeCallable Aws::GameLift::GameLiftClient::UpdateFleetAttributesCallable ( const Model::UpdateFleetAttributesRequest request) const
virtual

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateFleetCapacityOutcome Aws::GameLift::GameLiftClient::UpdateFleetCapacity ( const Model::UpdateFleetCapacityRequest request) const
virtual

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

virtual void Aws::GameLift::GameLiftClient::UpdateFleetCapacityAsync ( const Model::UpdateFleetCapacityRequest request,
const UpdateFleetCapacityResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateFleetCapacityOutcomeCallable Aws::GameLift::GameLiftClient::UpdateFleetCapacityCallable ( const Model::UpdateFleetCapacityRequest request) const
virtual

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateFleetPortSettingsOutcome Aws::GameLift::GameLiftClient::UpdateFleetPortSettings ( const Model::UpdateFleetPortSettingsRequest request) const
virtual

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. 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.

virtual void Aws::GameLift::GameLiftClient::UpdateFleetPortSettingsAsync ( const Model::UpdateFleetPortSettingsRequest request,
const UpdateFleetPortSettingsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. 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.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateFleetPortSettingsOutcomeCallable Aws::GameLift::GameLiftClient::UpdateFleetPortSettingsCallable ( const Model::UpdateFleetPortSettingsRequest request) const
virtual

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. 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.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateGameSessionOutcome Aws::GameLift::GameLiftClient::UpdateGameSession ( const Model::UpdateGameSessionRequest request) const
virtual

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

virtual void Aws::GameLift::GameLiftClient::UpdateGameSessionAsync ( const Model::UpdateGameSessionRequest request,
const UpdateGameSessionResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateGameSessionOutcomeCallable Aws::GameLift::GameLiftClient::UpdateGameSessionCallable ( const Model::UpdateGameSessionRequest request) const
virtual

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

returns a future to the operation so that it can be executed in parallel to other requests.

virtual Model::UpdateRuntimeConfigurationOutcome Aws::GameLift::GameLiftClient::UpdateRuntimeConfiguration ( const Model::UpdateRuntimeConfigurationRequest request) const
virtual

Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on 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 an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.

virtual void Aws::GameLift::GameLiftClient::UpdateRuntimeConfigurationAsync ( const Model::UpdateRuntimeConfigurationRequest request,
const UpdateRuntimeConfigurationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on 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 an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.

Queues the request into a thread executor and triggers associated callback when operation has finished.

virtual Model::UpdateRuntimeConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::UpdateRuntimeConfigurationCallable ( const Model::UpdateRuntimeConfigurationRequest request) const
virtual

Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on 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 an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.

returns a future to the operation so that it can be executed in parallel to other requests.


The documentation for this class was generated from the following file: