AWS SDK for C++
0.14.3
AWS SDK for C++
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#include <GameLiftClient.h>
Public Types | |
typedef Aws::Client::AWSJsonClient | BASECLASS |
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typedef AWSClient | BASECLASS |
<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.
Definition at line 323 of file GameLiftClient.h.
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() |
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) |
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() |
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) |
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
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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.
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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.
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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.
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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.
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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.
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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.
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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:
NEW
(followed by other statuses as the fleet is activated). 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:
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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:
NEW
(followed by other statuses as the fleet is activated). 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:
Queues the request into a thread executor and triggers associated callback when operation has finished.
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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:
NEW
(followed by other statuses as the fleet is activated). 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:
returns a future to the operation so that it can be executed in parallel to other requests.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
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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.
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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.
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Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
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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.
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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.
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Retrieves the following information for the specified EC2 instance type:
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).
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Retrieves the following information for the specified EC2 instance type:
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.
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Retrieves the following information for the specified EC2 instance type:
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.
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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>
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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.
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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.
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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>
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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>
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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.
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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.
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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.
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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.
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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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Retrieves the fleet ID that a specified alias is currently pointing to.
|
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 |
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 |
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:
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 |
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:
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 |
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:
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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.