AWS SDK for C++

AWS SDK for C++ Version 1.11.617

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Public Types | Public Member Functions | Static Public Member Functions | Friends | List of all members
Aws::GameLift::GameLiftClient Class Reference

#include <GameLiftClient.h>

Inheritance diagram for Aws::GameLift::GameLiftClient:
[legend]

Public Types

 
 
 

Public Types inherited from Aws::Client::AWSJsonClient

 

Public Member Functions

 
 GameLiftClient (const Aws::Auth::AWSCredentials &credentials, std::shared_ptr< GameLiftEndpointProviderBase > endpointProvider=nullptr, const Aws::GameLift::GameLiftClientConfiguration &clientConfiguration=Aws::GameLift::GameLiftClientConfiguration())
 
 GameLiftClient (const std::shared_ptr< Aws::Auth::AWSCredentialsProvider > &credentialsProvider, std::shared_ptr< GameLiftEndpointProviderBase > endpointProvider=nullptr, const Aws::GameLift::GameLiftClientConfiguration &clientConfiguration=Aws::GameLift::GameLiftClientConfiguration())
 
 GameLiftClient (const Aws::Client::ClientConfiguration &clientConfiguration)
 
 GameLiftClient (const Aws::Auth::AWSCredentials &credentials, const Aws::Client::ClientConfiguration &clientConfiguration)
 
 GameLiftClient (const std::shared_ptr< Aws::Auth::AWSCredentialsProvider > &credentialsProvider, const Aws::Client::ClientConfiguration &clientConfiguration)
 
virtual ~GameLiftClient ()
 
 
template<typename AcceptMatchRequestT = Model::AcceptMatchRequest>
Model::AcceptMatchOutcomeCallable AcceptMatchCallable (const AcceptMatchRequestT &request) const
 
template<typename AcceptMatchRequestT = Model::AcceptMatchRequest>
void AcceptMatchAsync (const AcceptMatchRequestT &request, const AcceptMatchResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ClaimGameServerRequestT = Model::ClaimGameServerRequest>
Model::ClaimGameServerOutcomeCallable ClaimGameServerCallable (const ClaimGameServerRequestT &request) const
 
template<typename ClaimGameServerRequestT = Model::ClaimGameServerRequest>
void ClaimGameServerAsync (const ClaimGameServerRequestT &request, const ClaimGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateAliasRequestT = Model::CreateAliasRequest>
Model::CreateAliasOutcomeCallable CreateAliasCallable (const CreateAliasRequestT &request) const
 
template<typename CreateAliasRequestT = Model::CreateAliasRequest>
void CreateAliasAsync (const CreateAliasRequestT &request, const CreateAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateBuildRequestT = Model::CreateBuildRequest>
Model::CreateBuildOutcomeCallable CreateBuildCallable (const CreateBuildRequestT &request={}) const
 
template<typename CreateBuildRequestT = Model::CreateBuildRequest>
void CreateBuildAsync (const CreateBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const CreateBuildRequestT &request={}) const
 
 
template<typename CreateContainerFleetRequestT = Model::CreateContainerFleetRequest>
Model::CreateContainerFleetOutcomeCallable CreateContainerFleetCallable (const CreateContainerFleetRequestT &request) const
 
template<typename CreateContainerFleetRequestT = Model::CreateContainerFleetRequest>
void CreateContainerFleetAsync (const CreateContainerFleetRequestT &request, const CreateContainerFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateContainerGroupDefinitionRequestT = Model::CreateContainerGroupDefinitionRequest>
Model::CreateContainerGroupDefinitionOutcomeCallable CreateContainerGroupDefinitionCallable (const CreateContainerGroupDefinitionRequestT &request) const
 
template<typename CreateContainerGroupDefinitionRequestT = Model::CreateContainerGroupDefinitionRequest>
void CreateContainerGroupDefinitionAsync (const CreateContainerGroupDefinitionRequestT &request, const CreateContainerGroupDefinitionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateFleetRequestT = Model::CreateFleetRequest>
Model::CreateFleetOutcomeCallable CreateFleetCallable (const CreateFleetRequestT &request) const
 
template<typename CreateFleetRequestT = Model::CreateFleetRequest>
void CreateFleetAsync (const CreateFleetRequestT &request, const CreateFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateFleetLocationsRequestT = Model::CreateFleetLocationsRequest>
Model::CreateFleetLocationsOutcomeCallable CreateFleetLocationsCallable (const CreateFleetLocationsRequestT &request) const
 
template<typename CreateFleetLocationsRequestT = Model::CreateFleetLocationsRequest>
void CreateFleetLocationsAsync (const CreateFleetLocationsRequestT &request, const CreateFleetLocationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateGameServerGroupRequestT = Model::CreateGameServerGroupRequest>
Model::CreateGameServerGroupOutcomeCallable CreateGameServerGroupCallable (const CreateGameServerGroupRequestT &request) const
 
template<typename CreateGameServerGroupRequestT = Model::CreateGameServerGroupRequest>
void CreateGameServerGroupAsync (const CreateGameServerGroupRequestT &request, const CreateGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateGameSessionRequestT = Model::CreateGameSessionRequest>
Model::CreateGameSessionOutcomeCallable CreateGameSessionCallable (const CreateGameSessionRequestT &request) const
 
template<typename CreateGameSessionRequestT = Model::CreateGameSessionRequest>
void CreateGameSessionAsync (const CreateGameSessionRequestT &request, const CreateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateGameSessionQueueRequestT = Model::CreateGameSessionQueueRequest>
Model::CreateGameSessionQueueOutcomeCallable CreateGameSessionQueueCallable (const CreateGameSessionQueueRequestT &request) const
 
template<typename CreateGameSessionQueueRequestT = Model::CreateGameSessionQueueRequest>
void CreateGameSessionQueueAsync (const CreateGameSessionQueueRequestT &request, const CreateGameSessionQueueResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateLocationRequestT = Model::CreateLocationRequest>
Model::CreateLocationOutcomeCallable CreateLocationCallable (const CreateLocationRequestT &request) const
 
template<typename CreateLocationRequestT = Model::CreateLocationRequest>
void CreateLocationAsync (const CreateLocationRequestT &request, const CreateLocationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateMatchmakingConfigurationRequestT = Model::CreateMatchmakingConfigurationRequest>
Model::CreateMatchmakingConfigurationOutcomeCallable CreateMatchmakingConfigurationCallable (const CreateMatchmakingConfigurationRequestT &request) const
 
template<typename CreateMatchmakingConfigurationRequestT = Model::CreateMatchmakingConfigurationRequest>
void CreateMatchmakingConfigurationAsync (const CreateMatchmakingConfigurationRequestT &request, const CreateMatchmakingConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateMatchmakingRuleSetRequestT = Model::CreateMatchmakingRuleSetRequest>
Model::CreateMatchmakingRuleSetOutcomeCallable CreateMatchmakingRuleSetCallable (const CreateMatchmakingRuleSetRequestT &request) const
 
template<typename CreateMatchmakingRuleSetRequestT = Model::CreateMatchmakingRuleSetRequest>
void CreateMatchmakingRuleSetAsync (const CreateMatchmakingRuleSetRequestT &request, const CreateMatchmakingRuleSetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreatePlayerSessionRequestT = Model::CreatePlayerSessionRequest>
Model::CreatePlayerSessionOutcomeCallable CreatePlayerSessionCallable (const CreatePlayerSessionRequestT &request) const
 
template<typename CreatePlayerSessionRequestT = Model::CreatePlayerSessionRequest>
void CreatePlayerSessionAsync (const CreatePlayerSessionRequestT &request, const CreatePlayerSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreatePlayerSessionsRequestT = Model::CreatePlayerSessionsRequest>
Model::CreatePlayerSessionsOutcomeCallable CreatePlayerSessionsCallable (const CreatePlayerSessionsRequestT &request) const
 
template<typename CreatePlayerSessionsRequestT = Model::CreatePlayerSessionsRequest>
void CreatePlayerSessionsAsync (const CreatePlayerSessionsRequestT &request, const CreatePlayerSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateScriptRequestT = Model::CreateScriptRequest>
Model::CreateScriptOutcomeCallable CreateScriptCallable (const CreateScriptRequestT &request={}) const
 
template<typename CreateScriptRequestT = Model::CreateScriptRequest>
void CreateScriptAsync (const CreateScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const CreateScriptRequestT &request={}) const
 
 
template<typename CreateVpcPeeringAuthorizationRequestT = Model::CreateVpcPeeringAuthorizationRequest>
Model::CreateVpcPeeringAuthorizationOutcomeCallable CreateVpcPeeringAuthorizationCallable (const CreateVpcPeeringAuthorizationRequestT &request) const
 
template<typename CreateVpcPeeringAuthorizationRequestT = Model::CreateVpcPeeringAuthorizationRequest>
void CreateVpcPeeringAuthorizationAsync (const CreateVpcPeeringAuthorizationRequestT &request, const CreateVpcPeeringAuthorizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename CreateVpcPeeringConnectionRequestT = Model::CreateVpcPeeringConnectionRequest>
Model::CreateVpcPeeringConnectionOutcomeCallable CreateVpcPeeringConnectionCallable (const CreateVpcPeeringConnectionRequestT &request) const
 
template<typename CreateVpcPeeringConnectionRequestT = Model::CreateVpcPeeringConnectionRequest>
void CreateVpcPeeringConnectionAsync (const CreateVpcPeeringConnectionRequestT &request, const CreateVpcPeeringConnectionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteAliasRequestT = Model::DeleteAliasRequest>
Model::DeleteAliasOutcomeCallable DeleteAliasCallable (const DeleteAliasRequestT &request) const
 
template<typename DeleteAliasRequestT = Model::DeleteAliasRequest>
void DeleteAliasAsync (const DeleteAliasRequestT &request, const DeleteAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteBuildRequestT = Model::DeleteBuildRequest>
Model::DeleteBuildOutcomeCallable DeleteBuildCallable (const DeleteBuildRequestT &request) const
 
template<typename DeleteBuildRequestT = Model::DeleteBuildRequest>
void DeleteBuildAsync (const DeleteBuildRequestT &request, const DeleteBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteContainerFleetRequestT = Model::DeleteContainerFleetRequest>
Model::DeleteContainerFleetOutcomeCallable DeleteContainerFleetCallable (const DeleteContainerFleetRequestT &request) const
 
template<typename DeleteContainerFleetRequestT = Model::DeleteContainerFleetRequest>
void DeleteContainerFleetAsync (const DeleteContainerFleetRequestT &request, const DeleteContainerFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteContainerGroupDefinitionRequestT = Model::DeleteContainerGroupDefinitionRequest>
Model::DeleteContainerGroupDefinitionOutcomeCallable DeleteContainerGroupDefinitionCallable (const DeleteContainerGroupDefinitionRequestT &request) const
 
template<typename DeleteContainerGroupDefinitionRequestT = Model::DeleteContainerGroupDefinitionRequest>
void DeleteContainerGroupDefinitionAsync (const DeleteContainerGroupDefinitionRequestT &request, const DeleteContainerGroupDefinitionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteFleetRequestT = Model::DeleteFleetRequest>
Model::DeleteFleetOutcomeCallable DeleteFleetCallable (const DeleteFleetRequestT &request) const
 
template<typename DeleteFleetRequestT = Model::DeleteFleetRequest>
void DeleteFleetAsync (const DeleteFleetRequestT &request, const DeleteFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteFleetLocationsRequestT = Model::DeleteFleetLocationsRequest>
Model::DeleteFleetLocationsOutcomeCallable DeleteFleetLocationsCallable (const DeleteFleetLocationsRequestT &request) const
 
template<typename DeleteFleetLocationsRequestT = Model::DeleteFleetLocationsRequest>
void DeleteFleetLocationsAsync (const DeleteFleetLocationsRequestT &request, const DeleteFleetLocationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteGameServerGroupRequestT = Model::DeleteGameServerGroupRequest>
Model::DeleteGameServerGroupOutcomeCallable DeleteGameServerGroupCallable (const DeleteGameServerGroupRequestT &request) const
 
template<typename DeleteGameServerGroupRequestT = Model::DeleteGameServerGroupRequest>
void DeleteGameServerGroupAsync (const DeleteGameServerGroupRequestT &request, const DeleteGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteGameSessionQueueRequestT = Model::DeleteGameSessionQueueRequest>
Model::DeleteGameSessionQueueOutcomeCallable DeleteGameSessionQueueCallable (const DeleteGameSessionQueueRequestT &request) const
 
template<typename DeleteGameSessionQueueRequestT = Model::DeleteGameSessionQueueRequest>
void DeleteGameSessionQueueAsync (const DeleteGameSessionQueueRequestT &request, const DeleteGameSessionQueueResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteLocationRequestT = Model::DeleteLocationRequest>
Model::DeleteLocationOutcomeCallable DeleteLocationCallable (const DeleteLocationRequestT &request) const
 
template<typename DeleteLocationRequestT = Model::DeleteLocationRequest>
void DeleteLocationAsync (const DeleteLocationRequestT &request, const DeleteLocationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteMatchmakingConfigurationRequestT = Model::DeleteMatchmakingConfigurationRequest>
Model::DeleteMatchmakingConfigurationOutcomeCallable DeleteMatchmakingConfigurationCallable (const DeleteMatchmakingConfigurationRequestT &request) const
 
template<typename DeleteMatchmakingConfigurationRequestT = Model::DeleteMatchmakingConfigurationRequest>
void DeleteMatchmakingConfigurationAsync (const DeleteMatchmakingConfigurationRequestT &request, const DeleteMatchmakingConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteMatchmakingRuleSetRequestT = Model::DeleteMatchmakingRuleSetRequest>
Model::DeleteMatchmakingRuleSetOutcomeCallable DeleteMatchmakingRuleSetCallable (const DeleteMatchmakingRuleSetRequestT &request) const
 
template<typename DeleteMatchmakingRuleSetRequestT = Model::DeleteMatchmakingRuleSetRequest>
void DeleteMatchmakingRuleSetAsync (const DeleteMatchmakingRuleSetRequestT &request, const DeleteMatchmakingRuleSetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteScalingPolicyRequestT = Model::DeleteScalingPolicyRequest>
Model::DeleteScalingPolicyOutcomeCallable DeleteScalingPolicyCallable (const DeleteScalingPolicyRequestT &request) const
 
template<typename DeleteScalingPolicyRequestT = Model::DeleteScalingPolicyRequest>
void DeleteScalingPolicyAsync (const DeleteScalingPolicyRequestT &request, const DeleteScalingPolicyResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteScriptRequestT = Model::DeleteScriptRequest>
Model::DeleteScriptOutcomeCallable DeleteScriptCallable (const DeleteScriptRequestT &request) const
 
template<typename DeleteScriptRequestT = Model::DeleteScriptRequest>
void DeleteScriptAsync (const DeleteScriptRequestT &request, const DeleteScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteVpcPeeringAuthorizationRequestT = Model::DeleteVpcPeeringAuthorizationRequest>
Model::DeleteVpcPeeringAuthorizationOutcomeCallable DeleteVpcPeeringAuthorizationCallable (const DeleteVpcPeeringAuthorizationRequestT &request) const
 
template<typename DeleteVpcPeeringAuthorizationRequestT = Model::DeleteVpcPeeringAuthorizationRequest>
void DeleteVpcPeeringAuthorizationAsync (const DeleteVpcPeeringAuthorizationRequestT &request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeleteVpcPeeringConnectionRequestT = Model::DeleteVpcPeeringConnectionRequest>
Model::DeleteVpcPeeringConnectionOutcomeCallable DeleteVpcPeeringConnectionCallable (const DeleteVpcPeeringConnectionRequestT &request) const
 
template<typename DeleteVpcPeeringConnectionRequestT = Model::DeleteVpcPeeringConnectionRequest>
void DeleteVpcPeeringConnectionAsync (const DeleteVpcPeeringConnectionRequestT &request, const DeleteVpcPeeringConnectionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeregisterComputeRequestT = Model::DeregisterComputeRequest>
Model::DeregisterComputeOutcomeCallable DeregisterComputeCallable (const DeregisterComputeRequestT &request) const
 
template<typename DeregisterComputeRequestT = Model::DeregisterComputeRequest>
void DeregisterComputeAsync (const DeregisterComputeRequestT &request, const DeregisterComputeResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DeregisterGameServerRequestT = Model::DeregisterGameServerRequest>
Model::DeregisterGameServerOutcomeCallable DeregisterGameServerCallable (const DeregisterGameServerRequestT &request) const
 
template<typename DeregisterGameServerRequestT = Model::DeregisterGameServerRequest>
void DeregisterGameServerAsync (const DeregisterGameServerRequestT &request, const DeregisterGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeAliasRequestT = Model::DescribeAliasRequest>
Model::DescribeAliasOutcomeCallable DescribeAliasCallable (const DescribeAliasRequestT &request) const
 
template<typename DescribeAliasRequestT = Model::DescribeAliasRequest>
void DescribeAliasAsync (const DescribeAliasRequestT &request, const DescribeAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeBuildRequestT = Model::DescribeBuildRequest>
Model::DescribeBuildOutcomeCallable DescribeBuildCallable (const DescribeBuildRequestT &request) const
 
template<typename DescribeBuildRequestT = Model::DescribeBuildRequest>
void DescribeBuildAsync (const DescribeBuildRequestT &request, const DescribeBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeComputeRequestT = Model::DescribeComputeRequest>
Model::DescribeComputeOutcomeCallable DescribeComputeCallable (const DescribeComputeRequestT &request) const
 
template<typename DescribeComputeRequestT = Model::DescribeComputeRequest>
void DescribeComputeAsync (const DescribeComputeRequestT &request, const DescribeComputeResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeContainerFleetRequestT = Model::DescribeContainerFleetRequest>
Model::DescribeContainerFleetOutcomeCallable DescribeContainerFleetCallable (const DescribeContainerFleetRequestT &request) const
 
template<typename DescribeContainerFleetRequestT = Model::DescribeContainerFleetRequest>
void DescribeContainerFleetAsync (const DescribeContainerFleetRequestT &request, const DescribeContainerFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeContainerGroupDefinitionRequestT = Model::DescribeContainerGroupDefinitionRequest>
Model::DescribeContainerGroupDefinitionOutcomeCallable DescribeContainerGroupDefinitionCallable (const DescribeContainerGroupDefinitionRequestT &request) const
 
template<typename DescribeContainerGroupDefinitionRequestT = Model::DescribeContainerGroupDefinitionRequest>
void DescribeContainerGroupDefinitionAsync (const DescribeContainerGroupDefinitionRequestT &request, const DescribeContainerGroupDefinitionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeEC2InstanceLimitsRequestT = Model::DescribeEC2InstanceLimitsRequest>
Model::DescribeEC2InstanceLimitsOutcomeCallable DescribeEC2InstanceLimitsCallable (const DescribeEC2InstanceLimitsRequestT &request={}) const
 
template<typename DescribeEC2InstanceLimitsRequestT = Model::DescribeEC2InstanceLimitsRequest>
void DescribeEC2InstanceLimitsAsync (const DescribeEC2InstanceLimitsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeEC2InstanceLimitsRequestT &request={}) const
 
 
template<typename DescribeFleetAttributesRequestT = Model::DescribeFleetAttributesRequest>
Model::DescribeFleetAttributesOutcomeCallable DescribeFleetAttributesCallable (const DescribeFleetAttributesRequestT &request={}) const
 
template<typename DescribeFleetAttributesRequestT = Model::DescribeFleetAttributesRequest>
void DescribeFleetAttributesAsync (const DescribeFleetAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeFleetAttributesRequestT &request={}) const
 
 
template<typename DescribeFleetCapacityRequestT = Model::DescribeFleetCapacityRequest>
Model::DescribeFleetCapacityOutcomeCallable DescribeFleetCapacityCallable (const DescribeFleetCapacityRequestT &request={}) const
 
template<typename DescribeFleetCapacityRequestT = Model::DescribeFleetCapacityRequest>
void DescribeFleetCapacityAsync (const DescribeFleetCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeFleetCapacityRequestT &request={}) const
 
 
template<typename DescribeFleetDeploymentRequestT = Model::DescribeFleetDeploymentRequest>
Model::DescribeFleetDeploymentOutcomeCallable DescribeFleetDeploymentCallable (const DescribeFleetDeploymentRequestT &request) const
 
template<typename DescribeFleetDeploymentRequestT = Model::DescribeFleetDeploymentRequest>
void DescribeFleetDeploymentAsync (const DescribeFleetDeploymentRequestT &request, const DescribeFleetDeploymentResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeFleetEventsRequestT = Model::DescribeFleetEventsRequest>
Model::DescribeFleetEventsOutcomeCallable DescribeFleetEventsCallable (const DescribeFleetEventsRequestT &request) const
 
template<typename DescribeFleetEventsRequestT = Model::DescribeFleetEventsRequest>
void DescribeFleetEventsAsync (const DescribeFleetEventsRequestT &request, const DescribeFleetEventsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeFleetLocationAttributesRequestT = Model::DescribeFleetLocationAttributesRequest>
Model::DescribeFleetLocationAttributesOutcomeCallable DescribeFleetLocationAttributesCallable (const DescribeFleetLocationAttributesRequestT &request) const
 
template<typename DescribeFleetLocationAttributesRequestT = Model::DescribeFleetLocationAttributesRequest>
void DescribeFleetLocationAttributesAsync (const DescribeFleetLocationAttributesRequestT &request, const DescribeFleetLocationAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeFleetLocationCapacityRequestT = Model::DescribeFleetLocationCapacityRequest>
Model::DescribeFleetLocationCapacityOutcomeCallable DescribeFleetLocationCapacityCallable (const DescribeFleetLocationCapacityRequestT &request) const
 
template<typename DescribeFleetLocationCapacityRequestT = Model::DescribeFleetLocationCapacityRequest>
void DescribeFleetLocationCapacityAsync (const DescribeFleetLocationCapacityRequestT &request, const DescribeFleetLocationCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeFleetLocationUtilizationRequestT = Model::DescribeFleetLocationUtilizationRequest>
Model::DescribeFleetLocationUtilizationOutcomeCallable DescribeFleetLocationUtilizationCallable (const DescribeFleetLocationUtilizationRequestT &request) const
 
template<typename DescribeFleetLocationUtilizationRequestT = Model::DescribeFleetLocationUtilizationRequest>
void DescribeFleetLocationUtilizationAsync (const DescribeFleetLocationUtilizationRequestT &request, const DescribeFleetLocationUtilizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeFleetPortSettingsRequestT = Model::DescribeFleetPortSettingsRequest>
Model::DescribeFleetPortSettingsOutcomeCallable DescribeFleetPortSettingsCallable (const DescribeFleetPortSettingsRequestT &request) const
 
template<typename DescribeFleetPortSettingsRequestT = Model::DescribeFleetPortSettingsRequest>
void DescribeFleetPortSettingsAsync (const DescribeFleetPortSettingsRequestT &request, const DescribeFleetPortSettingsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeFleetUtilizationRequestT = Model::DescribeFleetUtilizationRequest>
Model::DescribeFleetUtilizationOutcomeCallable DescribeFleetUtilizationCallable (const DescribeFleetUtilizationRequestT &request={}) const
 
template<typename DescribeFleetUtilizationRequestT = Model::DescribeFleetUtilizationRequest>
void DescribeFleetUtilizationAsync (const DescribeFleetUtilizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeFleetUtilizationRequestT &request={}) const
 
 
template<typename DescribeGameServerRequestT = Model::DescribeGameServerRequest>
Model::DescribeGameServerOutcomeCallable DescribeGameServerCallable (const DescribeGameServerRequestT &request) const
 
template<typename DescribeGameServerRequestT = Model::DescribeGameServerRequest>
void DescribeGameServerAsync (const DescribeGameServerRequestT &request, const DescribeGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeGameServerGroupRequestT = Model::DescribeGameServerGroupRequest>
Model::DescribeGameServerGroupOutcomeCallable DescribeGameServerGroupCallable (const DescribeGameServerGroupRequestT &request) const
 
template<typename DescribeGameServerGroupRequestT = Model::DescribeGameServerGroupRequest>
void DescribeGameServerGroupAsync (const DescribeGameServerGroupRequestT &request, const DescribeGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeGameServerInstancesRequestT = Model::DescribeGameServerInstancesRequest>
Model::DescribeGameServerInstancesOutcomeCallable DescribeGameServerInstancesCallable (const DescribeGameServerInstancesRequestT &request) const
 
template<typename DescribeGameServerInstancesRequestT = Model::DescribeGameServerInstancesRequest>
void DescribeGameServerInstancesAsync (const DescribeGameServerInstancesRequestT &request, const DescribeGameServerInstancesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeGameSessionDetailsRequestT = Model::DescribeGameSessionDetailsRequest>
Model::DescribeGameSessionDetailsOutcomeCallable DescribeGameSessionDetailsCallable (const DescribeGameSessionDetailsRequestT &request={}) const
 
template<typename DescribeGameSessionDetailsRequestT = Model::DescribeGameSessionDetailsRequest>
void DescribeGameSessionDetailsAsync (const DescribeGameSessionDetailsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeGameSessionDetailsRequestT &request={}) const
 
 
template<typename DescribeGameSessionPlacementRequestT = Model::DescribeGameSessionPlacementRequest>
Model::DescribeGameSessionPlacementOutcomeCallable DescribeGameSessionPlacementCallable (const DescribeGameSessionPlacementRequestT &request) const
 
template<typename DescribeGameSessionPlacementRequestT = Model::DescribeGameSessionPlacementRequest>
void DescribeGameSessionPlacementAsync (const DescribeGameSessionPlacementRequestT &request, const DescribeGameSessionPlacementResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeGameSessionQueuesRequestT = Model::DescribeGameSessionQueuesRequest>
Model::DescribeGameSessionQueuesOutcomeCallable DescribeGameSessionQueuesCallable (const DescribeGameSessionQueuesRequestT &request={}) const
 
template<typename DescribeGameSessionQueuesRequestT = Model::DescribeGameSessionQueuesRequest>
void DescribeGameSessionQueuesAsync (const DescribeGameSessionQueuesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeGameSessionQueuesRequestT &request={}) const
 
 
template<typename DescribeGameSessionsRequestT = Model::DescribeGameSessionsRequest>
Model::DescribeGameSessionsOutcomeCallable DescribeGameSessionsCallable (const DescribeGameSessionsRequestT &request={}) const
 
template<typename DescribeGameSessionsRequestT = Model::DescribeGameSessionsRequest>
void DescribeGameSessionsAsync (const DescribeGameSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeGameSessionsRequestT &request={}) const
 
 
template<typename DescribeInstancesRequestT = Model::DescribeInstancesRequest>
Model::DescribeInstancesOutcomeCallable DescribeInstancesCallable (const DescribeInstancesRequestT &request) const
 
template<typename DescribeInstancesRequestT = Model::DescribeInstancesRequest>
void DescribeInstancesAsync (const DescribeInstancesRequestT &request, const DescribeInstancesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeMatchmakingRequestT = Model::DescribeMatchmakingRequest>
Model::DescribeMatchmakingOutcomeCallable DescribeMatchmakingCallable (const DescribeMatchmakingRequestT &request) const
 
template<typename DescribeMatchmakingRequestT = Model::DescribeMatchmakingRequest>
void DescribeMatchmakingAsync (const DescribeMatchmakingRequestT &request, const DescribeMatchmakingResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeMatchmakingConfigurationsRequestT = Model::DescribeMatchmakingConfigurationsRequest>
Model::DescribeMatchmakingConfigurationsOutcomeCallable DescribeMatchmakingConfigurationsCallable (const DescribeMatchmakingConfigurationsRequestT &request={}) const
 
template<typename DescribeMatchmakingConfigurationsRequestT = Model::DescribeMatchmakingConfigurationsRequest>
void DescribeMatchmakingConfigurationsAsync (const DescribeMatchmakingConfigurationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeMatchmakingConfigurationsRequestT &request={}) const
 
 
template<typename DescribeMatchmakingRuleSetsRequestT = Model::DescribeMatchmakingRuleSetsRequest>
Model::DescribeMatchmakingRuleSetsOutcomeCallable DescribeMatchmakingRuleSetsCallable (const DescribeMatchmakingRuleSetsRequestT &request={}) const
 
template<typename DescribeMatchmakingRuleSetsRequestT = Model::DescribeMatchmakingRuleSetsRequest>
void DescribeMatchmakingRuleSetsAsync (const DescribeMatchmakingRuleSetsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeMatchmakingRuleSetsRequestT &request={}) const
 
 
template<typename DescribePlayerSessionsRequestT = Model::DescribePlayerSessionsRequest>
Model::DescribePlayerSessionsOutcomeCallable DescribePlayerSessionsCallable (const DescribePlayerSessionsRequestT &request={}) const
 
template<typename DescribePlayerSessionsRequestT = Model::DescribePlayerSessionsRequest>
void DescribePlayerSessionsAsync (const DescribePlayerSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribePlayerSessionsRequestT &request={}) const
 
 
template<typename DescribeRuntimeConfigurationRequestT = Model::DescribeRuntimeConfigurationRequest>
Model::DescribeRuntimeConfigurationOutcomeCallable DescribeRuntimeConfigurationCallable (const DescribeRuntimeConfigurationRequestT &request) const
 
template<typename DescribeRuntimeConfigurationRequestT = Model::DescribeRuntimeConfigurationRequest>
void DescribeRuntimeConfigurationAsync (const DescribeRuntimeConfigurationRequestT &request, const DescribeRuntimeConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeScalingPoliciesRequestT = Model::DescribeScalingPoliciesRequest>
Model::DescribeScalingPoliciesOutcomeCallable DescribeScalingPoliciesCallable (const DescribeScalingPoliciesRequestT &request) const
 
template<typename DescribeScalingPoliciesRequestT = Model::DescribeScalingPoliciesRequest>
void DescribeScalingPoliciesAsync (const DescribeScalingPoliciesRequestT &request, const DescribeScalingPoliciesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeScriptRequestT = Model::DescribeScriptRequest>
Model::DescribeScriptOutcomeCallable DescribeScriptCallable (const DescribeScriptRequestT &request) const
 
template<typename DescribeScriptRequestT = Model::DescribeScriptRequest>
void DescribeScriptAsync (const DescribeScriptRequestT &request, const DescribeScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename DescribeVpcPeeringAuthorizationsRequestT = Model::DescribeVpcPeeringAuthorizationsRequest>
Model::DescribeVpcPeeringAuthorizationsOutcomeCallable DescribeVpcPeeringAuthorizationsCallable (const DescribeVpcPeeringAuthorizationsRequestT &request={}) const
 
template<typename DescribeVpcPeeringAuthorizationsRequestT = Model::DescribeVpcPeeringAuthorizationsRequest>
void DescribeVpcPeeringAuthorizationsAsync (const DescribeVpcPeeringAuthorizationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeVpcPeeringAuthorizationsRequestT &request={}) const
 
 
template<typename DescribeVpcPeeringConnectionsRequestT = Model::DescribeVpcPeeringConnectionsRequest>
Model::DescribeVpcPeeringConnectionsOutcomeCallable DescribeVpcPeeringConnectionsCallable (const DescribeVpcPeeringConnectionsRequestT &request={}) const
 
template<typename DescribeVpcPeeringConnectionsRequestT = Model::DescribeVpcPeeringConnectionsRequest>
void DescribeVpcPeeringConnectionsAsync (const DescribeVpcPeeringConnectionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const DescribeVpcPeeringConnectionsRequestT &request={}) const
 
 
template<typename GetComputeAccessRequestT = Model::GetComputeAccessRequest>
Model::GetComputeAccessOutcomeCallable GetComputeAccessCallable (const GetComputeAccessRequestT &request) const
 
template<typename GetComputeAccessRequestT = Model::GetComputeAccessRequest>
void GetComputeAccessAsync (const GetComputeAccessRequestT &request, const GetComputeAccessResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename GetComputeAuthTokenRequestT = Model::GetComputeAuthTokenRequest>
Model::GetComputeAuthTokenOutcomeCallable GetComputeAuthTokenCallable (const GetComputeAuthTokenRequestT &request) const
 
template<typename GetComputeAuthTokenRequestT = Model::GetComputeAuthTokenRequest>
void GetComputeAuthTokenAsync (const GetComputeAuthTokenRequestT &request, const GetComputeAuthTokenResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename GetGameSessionLogUrlRequestT = Model::GetGameSessionLogUrlRequest>
Model::GetGameSessionLogUrlOutcomeCallable GetGameSessionLogUrlCallable (const GetGameSessionLogUrlRequestT &request) const
 
template<typename GetGameSessionLogUrlRequestT = Model::GetGameSessionLogUrlRequest>
void GetGameSessionLogUrlAsync (const GetGameSessionLogUrlRequestT &request, const GetGameSessionLogUrlResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename GetInstanceAccessRequestT = Model::GetInstanceAccessRequest>
Model::GetInstanceAccessOutcomeCallable GetInstanceAccessCallable (const GetInstanceAccessRequestT &request) const
 
template<typename GetInstanceAccessRequestT = Model::GetInstanceAccessRequest>
void GetInstanceAccessAsync (const GetInstanceAccessRequestT &request, const GetInstanceAccessResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ListAliasesRequestT = Model::ListAliasesRequest>
Model::ListAliasesOutcomeCallable ListAliasesCallable (const ListAliasesRequestT &request={}) const
 
template<typename ListAliasesRequestT = Model::ListAliasesRequest>
void ListAliasesAsync (const ListAliasesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListAliasesRequestT &request={}) const
 
 
template<typename ListBuildsRequestT = Model::ListBuildsRequest>
Model::ListBuildsOutcomeCallable ListBuildsCallable (const ListBuildsRequestT &request={}) const
 
template<typename ListBuildsRequestT = Model::ListBuildsRequest>
void ListBuildsAsync (const ListBuildsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListBuildsRequestT &request={}) const
 
 
template<typename ListComputeRequestT = Model::ListComputeRequest>
Model::ListComputeOutcomeCallable ListComputeCallable (const ListComputeRequestT &request) const
 
template<typename ListComputeRequestT = Model::ListComputeRequest>
void ListComputeAsync (const ListComputeRequestT &request, const ListComputeResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ListContainerFleetsRequestT = Model::ListContainerFleetsRequest>
Model::ListContainerFleetsOutcomeCallable ListContainerFleetsCallable (const ListContainerFleetsRequestT &request={}) const
 
template<typename ListContainerFleetsRequestT = Model::ListContainerFleetsRequest>
void ListContainerFleetsAsync (const ListContainerFleetsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListContainerFleetsRequestT &request={}) const
 
 
template<typename ListContainerGroupDefinitionVersionsRequestT = Model::ListContainerGroupDefinitionVersionsRequest>
Model::ListContainerGroupDefinitionVersionsOutcomeCallable ListContainerGroupDefinitionVersionsCallable (const ListContainerGroupDefinitionVersionsRequestT &request) const
 
template<typename ListContainerGroupDefinitionVersionsRequestT = Model::ListContainerGroupDefinitionVersionsRequest>
void ListContainerGroupDefinitionVersionsAsync (const ListContainerGroupDefinitionVersionsRequestT &request, const ListContainerGroupDefinitionVersionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ListContainerGroupDefinitionsRequestT = Model::ListContainerGroupDefinitionsRequest>
Model::ListContainerGroupDefinitionsOutcomeCallable ListContainerGroupDefinitionsCallable (const ListContainerGroupDefinitionsRequestT &request={}) const
 
template<typename ListContainerGroupDefinitionsRequestT = Model::ListContainerGroupDefinitionsRequest>
void ListContainerGroupDefinitionsAsync (const ListContainerGroupDefinitionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListContainerGroupDefinitionsRequestT &request={}) const
 
 
template<typename ListFleetDeploymentsRequestT = Model::ListFleetDeploymentsRequest>
Model::ListFleetDeploymentsOutcomeCallable ListFleetDeploymentsCallable (const ListFleetDeploymentsRequestT &request={}) const
 
template<typename ListFleetDeploymentsRequestT = Model::ListFleetDeploymentsRequest>
void ListFleetDeploymentsAsync (const ListFleetDeploymentsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListFleetDeploymentsRequestT &request={}) const
 
 
template<typename ListFleetsRequestT = Model::ListFleetsRequest>
Model::ListFleetsOutcomeCallable ListFleetsCallable (const ListFleetsRequestT &request={}) const
 
template<typename ListFleetsRequestT = Model::ListFleetsRequest>
void ListFleetsAsync (const ListFleetsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListFleetsRequestT &request={}) const
 
 
template<typename ListGameServerGroupsRequestT = Model::ListGameServerGroupsRequest>
Model::ListGameServerGroupsOutcomeCallable ListGameServerGroupsCallable (const ListGameServerGroupsRequestT &request={}) const
 
template<typename ListGameServerGroupsRequestT = Model::ListGameServerGroupsRequest>
void ListGameServerGroupsAsync (const ListGameServerGroupsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListGameServerGroupsRequestT &request={}) const
 
 
template<typename ListGameServersRequestT = Model::ListGameServersRequest>
Model::ListGameServersOutcomeCallable ListGameServersCallable (const ListGameServersRequestT &request) const
 
template<typename ListGameServersRequestT = Model::ListGameServersRequest>
void ListGameServersAsync (const ListGameServersRequestT &request, const ListGameServersResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ListLocationsRequestT = Model::ListLocationsRequest>
Model::ListLocationsOutcomeCallable ListLocationsCallable (const ListLocationsRequestT &request={}) const
 
template<typename ListLocationsRequestT = Model::ListLocationsRequest>
void ListLocationsAsync (const ListLocationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListLocationsRequestT &request={}) const
 
virtual Model::ListScriptsOutcome ListScripts (const Model::ListScriptsRequest &request={}) const
 
template<typename ListScriptsRequestT = Model::ListScriptsRequest>
Model::ListScriptsOutcomeCallable ListScriptsCallable (const ListScriptsRequestT &request={}) const
 
template<typename ListScriptsRequestT = Model::ListScriptsRequest>
void ListScriptsAsync (const ListScriptsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const ListScriptsRequestT &request={}) const
 
 
template<typename ListTagsForResourceRequestT = Model::ListTagsForResourceRequest>
Model::ListTagsForResourceOutcomeCallable ListTagsForResourceCallable (const ListTagsForResourceRequestT &request) const
 
template<typename ListTagsForResourceRequestT = Model::ListTagsForResourceRequest>
void ListTagsForResourceAsync (const ListTagsForResourceRequestT &request, const ListTagsForResourceResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename PutScalingPolicyRequestT = Model::PutScalingPolicyRequest>
Model::PutScalingPolicyOutcomeCallable PutScalingPolicyCallable (const PutScalingPolicyRequestT &request) const
 
template<typename PutScalingPolicyRequestT = Model::PutScalingPolicyRequest>
void PutScalingPolicyAsync (const PutScalingPolicyRequestT &request, const PutScalingPolicyResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename RegisterComputeRequestT = Model::RegisterComputeRequest>
Model::RegisterComputeOutcomeCallable RegisterComputeCallable (const RegisterComputeRequestT &request) const
 
template<typename RegisterComputeRequestT = Model::RegisterComputeRequest>
void RegisterComputeAsync (const RegisterComputeRequestT &request, const RegisterComputeResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename RegisterGameServerRequestT = Model::RegisterGameServerRequest>
Model::RegisterGameServerOutcomeCallable RegisterGameServerCallable (const RegisterGameServerRequestT &request) const
 
template<typename RegisterGameServerRequestT = Model::RegisterGameServerRequest>
void RegisterGameServerAsync (const RegisterGameServerRequestT &request, const RegisterGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename RequestUploadCredentialsRequestT = Model::RequestUploadCredentialsRequest>
Model::RequestUploadCredentialsOutcomeCallable RequestUploadCredentialsCallable (const RequestUploadCredentialsRequestT &request) const
 
template<typename RequestUploadCredentialsRequestT = Model::RequestUploadCredentialsRequest>
void RequestUploadCredentialsAsync (const RequestUploadCredentialsRequestT &request, const RequestUploadCredentialsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ResolveAliasRequestT = Model::ResolveAliasRequest>
Model::ResolveAliasOutcomeCallable ResolveAliasCallable (const ResolveAliasRequestT &request) const
 
template<typename ResolveAliasRequestT = Model::ResolveAliasRequest>
void ResolveAliasAsync (const ResolveAliasRequestT &request, const ResolveAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ResumeGameServerGroupRequestT = Model::ResumeGameServerGroupRequest>
Model::ResumeGameServerGroupOutcomeCallable ResumeGameServerGroupCallable (const ResumeGameServerGroupRequestT &request) const
 
template<typename ResumeGameServerGroupRequestT = Model::ResumeGameServerGroupRequest>
void ResumeGameServerGroupAsync (const ResumeGameServerGroupRequestT &request, const ResumeGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename SearchGameSessionsRequestT = Model::SearchGameSessionsRequest>
Model::SearchGameSessionsOutcomeCallable SearchGameSessionsCallable (const SearchGameSessionsRequestT &request={}) const
 
template<typename SearchGameSessionsRequestT = Model::SearchGameSessionsRequest>
void SearchGameSessionsAsync (const SearchGameSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr, const SearchGameSessionsRequestT &request={}) const
 
 
template<typename StartFleetActionsRequestT = Model::StartFleetActionsRequest>
Model::StartFleetActionsOutcomeCallable StartFleetActionsCallable (const StartFleetActionsRequestT &request) const
 
template<typename StartFleetActionsRequestT = Model::StartFleetActionsRequest>
void StartFleetActionsAsync (const StartFleetActionsRequestT &request, const StartFleetActionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename StartGameSessionPlacementRequestT = Model::StartGameSessionPlacementRequest>
Model::StartGameSessionPlacementOutcomeCallable StartGameSessionPlacementCallable (const StartGameSessionPlacementRequestT &request) const
 
template<typename StartGameSessionPlacementRequestT = Model::StartGameSessionPlacementRequest>
void StartGameSessionPlacementAsync (const StartGameSessionPlacementRequestT &request, const StartGameSessionPlacementResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename StartMatchBackfillRequestT = Model::StartMatchBackfillRequest>
Model::StartMatchBackfillOutcomeCallable StartMatchBackfillCallable (const StartMatchBackfillRequestT &request) const
 
template<typename StartMatchBackfillRequestT = Model::StartMatchBackfillRequest>
void StartMatchBackfillAsync (const StartMatchBackfillRequestT &request, const StartMatchBackfillResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename StartMatchmakingRequestT = Model::StartMatchmakingRequest>
Model::StartMatchmakingOutcomeCallable StartMatchmakingCallable (const StartMatchmakingRequestT &request) const
 
template<typename StartMatchmakingRequestT = Model::StartMatchmakingRequest>
void StartMatchmakingAsync (const StartMatchmakingRequestT &request, const StartMatchmakingResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename StopFleetActionsRequestT = Model::StopFleetActionsRequest>
Model::StopFleetActionsOutcomeCallable StopFleetActionsCallable (const StopFleetActionsRequestT &request) const
 
template<typename StopFleetActionsRequestT = Model::StopFleetActionsRequest>
void StopFleetActionsAsync (const StopFleetActionsRequestT &request, const StopFleetActionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename StopGameSessionPlacementRequestT = Model::StopGameSessionPlacementRequest>
Model::StopGameSessionPlacementOutcomeCallable StopGameSessionPlacementCallable (const StopGameSessionPlacementRequestT &request) const
 
template<typename StopGameSessionPlacementRequestT = Model::StopGameSessionPlacementRequest>
void StopGameSessionPlacementAsync (const StopGameSessionPlacementRequestT &request, const StopGameSessionPlacementResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename StopMatchmakingRequestT = Model::StopMatchmakingRequest>
Model::StopMatchmakingOutcomeCallable StopMatchmakingCallable (const StopMatchmakingRequestT &request) const
 
template<typename StopMatchmakingRequestT = Model::StopMatchmakingRequest>
void StopMatchmakingAsync (const StopMatchmakingRequestT &request, const StopMatchmakingResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename SuspendGameServerGroupRequestT = Model::SuspendGameServerGroupRequest>
Model::SuspendGameServerGroupOutcomeCallable SuspendGameServerGroupCallable (const SuspendGameServerGroupRequestT &request) const
 
template<typename SuspendGameServerGroupRequestT = Model::SuspendGameServerGroupRequest>
void SuspendGameServerGroupAsync (const SuspendGameServerGroupRequestT &request, const SuspendGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename TagResourceRequestT = Model::TagResourceRequest>
Model::TagResourceOutcomeCallable TagResourceCallable (const TagResourceRequestT &request) const
 
template<typename TagResourceRequestT = Model::TagResourceRequest>
void TagResourceAsync (const TagResourceRequestT &request, const TagResourceResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename TerminateGameSessionRequestT = Model::TerminateGameSessionRequest>
Model::TerminateGameSessionOutcomeCallable TerminateGameSessionCallable (const TerminateGameSessionRequestT &request) const
 
template<typename TerminateGameSessionRequestT = Model::TerminateGameSessionRequest>
void TerminateGameSessionAsync (const TerminateGameSessionRequestT &request, const TerminateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UntagResourceRequestT = Model::UntagResourceRequest>
Model::UntagResourceOutcomeCallable UntagResourceCallable (const UntagResourceRequestT &request) const
 
template<typename UntagResourceRequestT = Model::UntagResourceRequest>
void UntagResourceAsync (const UntagResourceRequestT &request, const UntagResourceResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateAliasRequestT = Model::UpdateAliasRequest>
Model::UpdateAliasOutcomeCallable UpdateAliasCallable (const UpdateAliasRequestT &request) const
 
template<typename UpdateAliasRequestT = Model::UpdateAliasRequest>
void UpdateAliasAsync (const UpdateAliasRequestT &request, const UpdateAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateBuildRequestT = Model::UpdateBuildRequest>
Model::UpdateBuildOutcomeCallable UpdateBuildCallable (const UpdateBuildRequestT &request) const
 
template<typename UpdateBuildRequestT = Model::UpdateBuildRequest>
void UpdateBuildAsync (const UpdateBuildRequestT &request, const UpdateBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateContainerFleetRequestT = Model::UpdateContainerFleetRequest>
Model::UpdateContainerFleetOutcomeCallable UpdateContainerFleetCallable (const UpdateContainerFleetRequestT &request) const
 
template<typename UpdateContainerFleetRequestT = Model::UpdateContainerFleetRequest>
void UpdateContainerFleetAsync (const UpdateContainerFleetRequestT &request, const UpdateContainerFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateContainerGroupDefinitionRequestT = Model::UpdateContainerGroupDefinitionRequest>
Model::UpdateContainerGroupDefinitionOutcomeCallable UpdateContainerGroupDefinitionCallable (const UpdateContainerGroupDefinitionRequestT &request) const
 
template<typename UpdateContainerGroupDefinitionRequestT = Model::UpdateContainerGroupDefinitionRequest>
void UpdateContainerGroupDefinitionAsync (const UpdateContainerGroupDefinitionRequestT &request, const UpdateContainerGroupDefinitionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateFleetAttributesRequestT = Model::UpdateFleetAttributesRequest>
Model::UpdateFleetAttributesOutcomeCallable UpdateFleetAttributesCallable (const UpdateFleetAttributesRequestT &request) const
 
template<typename UpdateFleetAttributesRequestT = Model::UpdateFleetAttributesRequest>
void UpdateFleetAttributesAsync (const UpdateFleetAttributesRequestT &request, const UpdateFleetAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateFleetCapacityRequestT = Model::UpdateFleetCapacityRequest>
Model::UpdateFleetCapacityOutcomeCallable UpdateFleetCapacityCallable (const UpdateFleetCapacityRequestT &request) const
 
template<typename UpdateFleetCapacityRequestT = Model::UpdateFleetCapacityRequest>
void UpdateFleetCapacityAsync (const UpdateFleetCapacityRequestT &request, const UpdateFleetCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateFleetPortSettingsRequestT = Model::UpdateFleetPortSettingsRequest>
Model::UpdateFleetPortSettingsOutcomeCallable UpdateFleetPortSettingsCallable (const UpdateFleetPortSettingsRequestT &request) const
 
template<typename UpdateFleetPortSettingsRequestT = Model::UpdateFleetPortSettingsRequest>
void UpdateFleetPortSettingsAsync (const UpdateFleetPortSettingsRequestT &request, const UpdateFleetPortSettingsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateGameServerRequestT = Model::UpdateGameServerRequest>
Model::UpdateGameServerOutcomeCallable UpdateGameServerCallable (const UpdateGameServerRequestT &request) const
 
template<typename UpdateGameServerRequestT = Model::UpdateGameServerRequest>
void UpdateGameServerAsync (const UpdateGameServerRequestT &request, const UpdateGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateGameServerGroupRequestT = Model::UpdateGameServerGroupRequest>
Model::UpdateGameServerGroupOutcomeCallable UpdateGameServerGroupCallable (const UpdateGameServerGroupRequestT &request) const
 
template<typename UpdateGameServerGroupRequestT = Model::UpdateGameServerGroupRequest>
void UpdateGameServerGroupAsync (const UpdateGameServerGroupRequestT &request, const UpdateGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateGameSessionRequestT = Model::UpdateGameSessionRequest>
Model::UpdateGameSessionOutcomeCallable UpdateGameSessionCallable (const UpdateGameSessionRequestT &request) const
 
template<typename UpdateGameSessionRequestT = Model::UpdateGameSessionRequest>
void UpdateGameSessionAsync (const UpdateGameSessionRequestT &request, const UpdateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateGameSessionQueueRequestT = Model::UpdateGameSessionQueueRequest>
Model::UpdateGameSessionQueueOutcomeCallable UpdateGameSessionQueueCallable (const UpdateGameSessionQueueRequestT &request) const
 
template<typename UpdateGameSessionQueueRequestT = Model::UpdateGameSessionQueueRequest>
void UpdateGameSessionQueueAsync (const UpdateGameSessionQueueRequestT &request, const UpdateGameSessionQueueResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateMatchmakingConfigurationRequestT = Model::UpdateMatchmakingConfigurationRequest>
Model::UpdateMatchmakingConfigurationOutcomeCallable UpdateMatchmakingConfigurationCallable (const UpdateMatchmakingConfigurationRequestT &request) const
 
template<typename UpdateMatchmakingConfigurationRequestT = Model::UpdateMatchmakingConfigurationRequest>
void UpdateMatchmakingConfigurationAsync (const UpdateMatchmakingConfigurationRequestT &request, const UpdateMatchmakingConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateRuntimeConfigurationRequestT = Model::UpdateRuntimeConfigurationRequest>
Model::UpdateRuntimeConfigurationOutcomeCallable UpdateRuntimeConfigurationCallable (const UpdateRuntimeConfigurationRequestT &request) const
 
template<typename UpdateRuntimeConfigurationRequestT = Model::UpdateRuntimeConfigurationRequest>
void UpdateRuntimeConfigurationAsync (const UpdateRuntimeConfigurationRequestT &request, const UpdateRuntimeConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename UpdateScriptRequestT = Model::UpdateScriptRequest>
Model::UpdateScriptOutcomeCallable UpdateScriptCallable (const UpdateScriptRequestT &request) const
 
template<typename UpdateScriptRequestT = Model::UpdateScriptRequest>
void UpdateScriptAsync (const UpdateScriptRequestT &request, const UpdateScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
 
template<typename ValidateMatchmakingRuleSetRequestT = Model::ValidateMatchmakingRuleSetRequest>
Model::ValidateMatchmakingRuleSetOutcomeCallable ValidateMatchmakingRuleSetCallable (const ValidateMatchmakingRuleSetRequestT &request) const
 
template<typename ValidateMatchmakingRuleSetRequestT = Model::ValidateMatchmakingRuleSetRequest>
void ValidateMatchmakingRuleSetAsync (const ValidateMatchmakingRuleSetRequestT &request, const ValidateMatchmakingRuleSetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
void OverrideEndpoint (const Aws::String &endpoint)
 
 

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)
 
 AWSJsonClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Auth::AWSAuthSignerProvider > &signerProvider, 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)
 
 AWSClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Auth::AWSAuthSignerProvider > &signerProvider, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
virtual ~AWSClient ()
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={})
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={})
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={})
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={})
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const char *signerName, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
Aws::String GeneratePresignedUrl (const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const char *signerName, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={})
 
Aws::String GeneratePresignedUrl (const Aws::Endpoint::AWSEndpoint &endpoint, Aws::Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const Aws::Http::HeaderValueCollection &customizedHeaders={}, uint64_t expirationInSeconds=0, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={})
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const char *signerName, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, const Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0, const std::shared_ptr< Aws::Http::ServiceSpecificParameters > serviceSpecificParameter={}) const
 
const std::shared_ptr< Aws::Http::HttpClient > & GetHttpClient () const
 
 
 
virtual const char * GetServiceClientName () const
 
virtual void SetServiceClientName (const Aws::String &name)
 
void AppendToUserAgent (const Aws::String &valueToAppend)
 
 
 
 
 
void SubmitAsync (OperationFuncT operationFunc, const RequestT &request, const HandlerT &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
void SubmitAsync (OperationFuncT operationFunc, RequestT &request, const HandlerT &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
void SubmitAsync (OperationFuncT operationFunc, const HandlerT &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
auto SubmitCallable (OperationFuncT operationFunc, const RequestT &request) const -> std::future< decltype((static_cast< const AwsServiceClientT * >(nullptr) -> *operationFunc)(request))>
 
auto SubmitCallable (OperationFuncT operationFunc, RequestT &request) const -> std::future< decltype((static_cast< const AwsServiceClientT * >(nullptr) -> *operationFunc)(request))>
 
auto SubmitCallable (OperationFuncT operationFunc) const -> std::future< decltype((static_cast< const AwsServiceClientT * >(nullptr) -> *operationFunc)())>
 

Static Public Member Functions

static const char * GetServiceName ()
 
static const char * GetAllocationTag ()
 

Static Public Member Functions inherited from Aws::Client::ClientWithAsyncTemplateMethods< GameLiftClient >

static void ShutdownSdkClient (void *pThis, int64_t timeoutMs=-1)
 

Friends

 

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::AmazonWebServiceRequest &request, const Aws::Endpoint::AWSEndpoint &endpoint, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
JsonOutcome MakeRequest (const Aws::Endpoint::AWSEndpoint &endpoint, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
JsonOutcome MakeRequest (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
JsonOutcome MakeRequest (const Aws::Http::URI &uri, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
JsonOutcome MakeEventStreamRequest (std::shared_ptr< Aws::Http::HttpRequest > &request) const
 

Protected Member Functions inherited from Aws::Client::AWSClient

HttpResponseOutcome AttemptExhaustively (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod httpMethod, const char *signerName, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
HttpResponseOutcome AttemptExhaustively (const Aws::Http::URI &uri, Http::HttpMethod httpMethod, const char *signerName, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
HttpResponseOutcome AttemptOneRequest (const std::shared_ptr< Http::HttpRequest > &httpRequest, const Aws::AmazonWebServiceRequest &request, const char *signerName, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
HttpResponseOutcome AttemptOneRequest (const std::shared_ptr< Http::HttpRequest > &httpRequest, const char *signerName, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
StreamOutcome MakeRequestWithUnparsedResponse (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
StreamOutcome MakeRequestWithUnparsedResponse (const Aws::Http::URI &uri, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
StreamOutcome MakeRequestWithUnparsedResponse (const Aws::AmazonWebServiceRequest &request, const Aws::Endpoint::AWSEndpoint &endpoint, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
virtual void BuildHttpRequest (const Aws::AmazonWebServiceRequest &request, const std::shared_ptr< Aws::Http::HttpRequest > &httpRequest) const
 
virtual void AddContentLengthToRequest (const std::shared_ptr< Aws::Http::HttpRequest > &httpRequest, const std::shared_ptr< Aws::IOStream > &body, bool isChunked) const
 
const std::shared_ptr< AWSErrorMarshaller > & GetErrorMarshaller () const
 
Aws::Client::AWSAuthSignerGetSignerByName (const char *name) const
 
 
std::shared_ptr< Aws::Http::HttpRequestBuildAndSignHttpRequest (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method, const char *signerName) const
 
std::shared_ptr< Aws::Http::HttpResponseMakeHttpRequest (std::shared_ptr< Aws::Http::HttpRequest > &request) const
 

Static Protected Member Functions inherited from Aws::Client::AWSClient

static void AppendRecursionDetectionHeader (std::shared_ptr< Aws::Http::HttpRequest > ioRequest)
 
 
static bool DoesResponseGenerateError (const std::shared_ptr< Aws::Http::HttpResponse > &response)
 

Protected Attributes inherited from Aws::Client::AWSClient

 
 
 
std::atomic< bool > m_isInitialized
 
std::atomic< size_t > m_operationsProcessed
 
std::condition_variable m_shutdownSignal
 
std::mutex m_shutdownMutex
 

Detailed Description

Amazon GameLift Servers provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.

About Amazon GameLift Servers solutions

Get more information on these Amazon GameLift Servers solutions in the Amazon GameLift Servers Developer Guide.

About this API Reference

This reference guide describes the low-level service API for Amazon GameLift Servers. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:

Definition at line 59 of file GameLiftClient.h.

Member Typedef Documentation

◆ BASECLASS

Definition at line 62 of file GameLiftClient.h.

◆ ClientConfigurationType

Definition at line 66 of file GameLiftClient.h.

◆ EndpointProviderType

Definition at line 67 of file GameLiftClient.h.

Constructor & Destructor Documentation

◆ GameLiftClient() [1/6]

Aws::GameLift::GameLiftClient::GameLiftClient ( const Aws::GameLift::GameLiftClientConfiguration clientConfiguration = Aws::GameLift::GameLiftClientConfiguration(),
std::shared_ptr< GameLiftEndpointProviderBase endpointProvider = nullptr 
)

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.

◆ GameLiftClient() [2/6]

Aws::GameLift::GameLiftClient::GameLiftClient ( const Aws::Auth::AWSCredentials credentials,
std::shared_ptr< GameLiftEndpointProviderBase endpointProvider = nullptr,
const Aws::GameLift::GameLiftClientConfiguration clientConfiguration = Aws::GameLift::GameLiftClientConfiguration() 
)

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.

◆ GameLiftClient() [3/6]

Aws::GameLift::GameLiftClient::GameLiftClient ( const std::shared_ptr< Aws::Auth::AWSCredentialsProvider > &  credentialsProvider,
std::shared_ptr< GameLiftEndpointProviderBase endpointProvider = nullptr,
const Aws::GameLift::GameLiftClientConfiguration clientConfiguration = Aws::GameLift::GameLiftClientConfiguration() 
)

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

◆ GameLiftClient() [4/6]

Aws::GameLift::GameLiftClient::GameLiftClient ( const Aws::Client::ClientConfiguration 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.

◆ GameLiftClient() [5/6]

Aws::GameLift::GameLiftClient::GameLiftClient ( const Aws::Auth::AWSCredentials credentials,
const Aws::Client::ClientConfiguration 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.

◆ GameLiftClient() [6/6]

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

◆ ~GameLiftClient()

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

Member Function Documentation

◆ AcceptMatch()

virtual Model::AcceptMatchOutcome Aws::GameLift::GameLiftClient::AcceptMatch ( const Model::AcceptMatchRequest request) const
virtual

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error.

To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift Servers advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows:

  • If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED and processing is terminated.

  • If all players in the ticket accepted the match, the ticket status is returned to SEARCHING to find a new match.

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

See Also:

AWS API Reference

◆ AcceptMatchAsync()

template<typename AcceptMatchRequestT = Model::AcceptMatchRequest>
void Aws::GameLift::GameLiftClient::AcceptMatchAsync ( const AcceptMatchRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for AcceptMatch that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 160 of file GameLiftClient.h.

◆ AcceptMatchCallable()

template<typename AcceptMatchRequestT = Model::AcceptMatchRequest>
Model::AcceptMatchOutcomeCallable Aws::GameLift::GameLiftClient::AcceptMatchCallable ( const AcceptMatchRequestT &  request) const
inline

A Callable wrapper for AcceptMatch that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 151 of file GameLiftClient.h.

◆ accessEndpointProvider()

std::shared_ptr< GameLiftEndpointProviderBase > & Aws::GameLift::GameLiftClient::accessEndpointProvider ( )

◆ ClaimGameServer()

virtual Model::ClaimGameServerOutcome Aws::GameLift::GameLiftClient::ClaimGameServer ( const Model::ClaimGameServerRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift Servers FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift Servers FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Add filter options to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed.

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.

If you try to claim a specific game server, this request will fail in the following cases:

  • If the game server utilization status is UTILIZED.

  • If the game server claim status is CLAIMED.

  • If the game server is running on an instance in DRAINING status and the provided filter option does not allow placing on DRAINING instances.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ ClaimGameServerAsync()

template<typename ClaimGameServerRequestT = Model::ClaimGameServerRequest>
void Aws::GameLift::GameLiftClient::ClaimGameServerAsync ( const ClaimGameServerRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ClaimGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 214 of file GameLiftClient.h.

◆ ClaimGameServerCallable()

template<typename ClaimGameServerRequestT = Model::ClaimGameServerRequest>
Model::ClaimGameServerOutcomeCallable Aws::GameLift::GameLiftClient::ClaimGameServerCallable ( const ClaimGameServerRequestT &  request) const
inline

A Callable wrapper for ClaimGameServer that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 205 of file GameLiftClient.h.

◆ CreateAlias()

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

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

Amazon GameLift Servers supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ CreateAliasAsync()

template<typename CreateAliasRequestT = Model::CreateAliasRequest>
void Aws::GameLift::GameLiftClient::CreateAliasAsync ( const CreateAliasRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateAlias that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 254 of file GameLiftClient.h.

◆ CreateAliasCallable()

template<typename CreateAliasRequestT = Model::CreateAliasRequest>
Model::CreateAliasOutcomeCallable Aws::GameLift::GameLiftClient::CreateAliasCallable ( const CreateAliasRequestT &  request) const
inline

A Callable wrapper for CreateAlias that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 245 of file GameLiftClient.h.

◆ CreateBuild()

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

Creates a new Amazon GameLift Servers build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift Servers.

When setting up a new game build for Amazon GameLift Servers, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Servers Amazon S3 location, and (2) it creates a new build resource.

You can use the CreateBuild operation in the following scenarios:

  • Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift Servers access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.

  • Upload your build files to a Amazon GameLift Servers Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Servers Amazon S3 location, you can't update them.

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

See Also:

AWS API Reference

◆ CreateBuildAsync()

template<typename CreateBuildRequestT = Model::CreateBuildRequest>
void Aws::GameLift::GameLiftClient::CreateBuildAsync ( const CreateBuildResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const CreateBuildRequestT &  request = {} 
) const
inline

An Async wrapper for CreateBuild that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 310 of file GameLiftClient.h.

◆ CreateBuildCallable()

template<typename CreateBuildRequestT = Model::CreateBuildRequest>
Model::CreateBuildOutcomeCallable Aws::GameLift::GameLiftClient::CreateBuildCallable ( const CreateBuildRequestT &  request = {}) const
inline

A Callable wrapper for CreateBuild that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 301 of file GameLiftClient.h.

◆ CreateContainerFleet()

virtual Model::CreateContainerFleetOutcome Aws::GameLift::GameLiftClient::CreateContainerFleet ( const Model::CreateContainerFleetRequest request) const
virtual

Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your containerized game servers. Use this operation to define how to deploy a container architecture onto each fleet instance and configure fleet settings. You can create a container fleet in any Amazon Web Services Regions that Amazon GameLift Servers supports for multi-location fleets. A container fleet can be deployed to a single location or multiple locations. Container fleets are deployed with Amazon Linux 2023 as the instance operating system.

Define the fleet's container architecture using container group definitions. Each fleet can have one of the following container group types:

  • The game server container group runs your game server build and dependent software. Amazon GameLift Servers deploys one or more replicas of this container group to each fleet instance. The number of replicas depends on the computing capabilities of the fleet instance in use.

  • An optional per-instance container group might be used to run other software that only needs to run once per instance, such as background services, logging, or test processes. One per-instance container group is deployed to each fleet instance.

Each container group can include the definition for one or more containers. A container definition specifies a container image that is stored in an Amazon Elastic Container Registry (Amazon ECR) public or private repository.

Request options

Use this operation to make the following types of requests. Most fleet settings have default values, so you can create a working fleet with a minimal configuration and default values, which you can customize later.

  • Create a fleet with no container groups. You can configure a container fleet and then add container group definitions later. In this scenario, no fleet instances are deployed, and the fleet can't host game sessions until you add a game server container group definition. Provide the following required parameter values:

    • FleetRoleArn

  • Create a fleet with a game server container group. Provide the following required parameter values:

    • FleetRoleArn

    • GameServerContainerGroupDefinitionName

  • Create a fleet with a game server container group and a per-instance container group. Provide the following required parameter values:

    • FleetRoleArn

    • GameServerContainerGroupDefinitionName

    • PerInstanceContainerGroupDefinitionName

Results

If successful, this operation creates a new container fleet resource, places it in PENDING status, and initiates the fleet creation workflow. For fleets with container groups, this workflow starts a fleet deployment and transitions the status to ACTIVE. Fleets without a container group are placed in CREATED status.

You can update most of the properties of a fleet, including container group definitions, and deploy the update across all fleet instances. Use a fleet update to deploy a new game server version update across the container fleet.

See Also:

AWS API Reference

◆ CreateContainerFleetAsync()

template<typename CreateContainerFleetRequestT = Model::CreateContainerFleetRequest>
void Aws::GameLift::GameLiftClient::CreateContainerFleetAsync ( const CreateContainerFleetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 381 of file GameLiftClient.h.

◆ CreateContainerFleetCallable()

template<typename CreateContainerFleetRequestT = Model::CreateContainerFleetRequest>
Model::CreateContainerFleetOutcomeCallable Aws::GameLift::GameLiftClient::CreateContainerFleetCallable ( const CreateContainerFleetRequestT &  request) const
inline

A Callable wrapper for CreateContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 372 of file GameLiftClient.h.

◆ CreateContainerGroupDefinition()

virtual Model::CreateContainerGroupDefinitionOutcome Aws::GameLift::GameLiftClient::CreateContainerGroupDefinition ( const Model::CreateContainerGroupDefinitionRequest request) const
virtual

Creates a ContainerGroupDefinition that describes a set of containers for hosting your game server with Amazon GameLift Servers managed containers hosting. An Amazon GameLift Servers container group is similar to a container task or pod. Use container group definitions when you create a container fleet with CreateContainerFleet.

A container group definition determines how Amazon GameLift Servers deploys your containers to each instance in a container fleet. You can maintain multiple versions of a container group definition.

There are two types of container groups:

  • A game server container group has the containers that run your game server application and supporting software. A game server container group can have these container types:

    • Game server container. This container runs your game server. You can define one game server container in a game server container group.

    • Support container. This container runs software in parallel with your game server. You can define up to 8 support containers in a game server group.

    When building a game server container group definition, you can choose to bundle your game server executable and all dependent software into a single game server container. Alternatively, you can separate the software into one game server container and one or more support containers.

    On a container fleet instance, a game server container group can be deployed multiple times (depending on the compute resources of the instance). This means that all containers in the container group are replicated together.

  • A per-instance container group has containers for processes that aren't replicated on a container fleet instance. This might include background services, logging, test processes, or processes that need to persist independently of the game server container group. When building a per-instance container group, you can define up to 10 support containers.

This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift Servers for help setting the appropriate permissions.

Request options

Use this operation to make the following types of requests. You can specify values for the minimum required parameters and customize optional values later.

  • Create a game server container group definition. Provide the following required parameter values:

    • Name

    • ContainerGroupType (GAME_SERVER)

    • OperatingSystem (omit to use default value)

    • TotalMemoryLimitMebibytes (omit to use default value)

    • TotalVcpuLimit (omit to use default value)

    • At least one GameServerContainerDefinition

      • ContainerName

      • ImageUrl

      • PortConfiguration

      • ServerSdkVersion (omit to use default value)

  • Create a per-instance container group definition. Provide the following required parameter values:

    • Name

    • ContainerGroupType (PER_INSTANCE)

    • OperatingSystem (omit to use default value)

    • TotalMemoryLimitMebibytes (omit to use default value)

    • TotalVcpuLimit (omit to use default value)

    • At least one SupportContainerDefinition

      • ContainerName

      • ImageUrl

Results

If successful, this request creates a ContainerGroupDefinition resource and assigns a unique ARN value. You can update most properties of a container group definition by calling UpdateContainerGroupDefinition, and optionally save the update as a new version.

See Also:

AWS API Reference

◆ CreateContainerGroupDefinitionAsync()

template<typename CreateContainerGroupDefinitionRequestT = Model::CreateContainerGroupDefinitionRequest>
void Aws::GameLift::GameLiftClient::CreateContainerGroupDefinitionAsync ( const CreateContainerGroupDefinitionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 465 of file GameLiftClient.h.

◆ CreateContainerGroupDefinitionCallable()

template<typename CreateContainerGroupDefinitionRequestT = Model::CreateContainerGroupDefinitionRequest>
Model::CreateContainerGroupDefinitionOutcomeCallable Aws::GameLift::GameLiftClient::CreateContainerGroupDefinitionCallable ( const CreateContainerGroupDefinitionRequestT &  request) const
inline

A Callable wrapper for CreateContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 456 of file GameLiftClient.h.

◆ CreateFleet()

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

Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:

Managed EC2 fleet

An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift Servers manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute.

To create an EC2 fleet, provide these required parameters:

  • Either BuildId or ScriptId

  • ComputeType set to EC2 (the default value)

  • EC2InboundPermissions

  • EC2InstanceType

  • FleetType

  • Name

  • RuntimeConfiguration with at least one ServerProcesses configuration

If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift Servers initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.

Anywhere fleet

An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift Servers. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions.

To create an Anywhere fleet, provide these required parameters:

  • ComputeType set to ANYWHERE

  • Locations specifying a custom location

  • Name

If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

See Also:

AWS API Reference

◆ CreateFleetAsync()

template<typename CreateFleetRequestT = Model::CreateFleetRequest>
void Aws::GameLift::GameLiftClient::CreateFleetAsync ( const CreateFleetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateFleet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 530 of file GameLiftClient.h.

◆ CreateFleetCallable()

template<typename CreateFleetRequestT = Model::CreateFleetRequest>
Model::CreateFleetOutcomeCallable Aws::GameLift::GameLiftClient::CreateFleetCallable ( const CreateFleetRequestT &  request) const
inline

A Callable wrapper for CreateFleet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 521 of file GameLiftClient.h.

◆ CreateFleetLocations()

virtual Model::CreateFleetLocationsOutcome Aws::GameLift::GameLiftClient::CreateFleetLocations ( const Model::CreateFleetLocationsRequest request) const
virtual

Adds remote locations to an EC2 and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

You can't add remote locations to a fleet that resides in an Amazon Web Services Region that doesn't support multiple locations. Fleets created prior to March 2021 can't support multiple locations.

To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.

If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift Servers initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.

Learn more

Setting up fleets

Update fleet locations

Amazon GameLift Servers service locations for managed hosting.

See Also:

AWS API Reference

◆ CreateFleetLocationsAsync()

template<typename CreateFleetLocationsRequestT = Model::CreateFleetLocationsRequest>
void Aws::GameLift::GameLiftClient::CreateFleetLocationsAsync ( const CreateFleetLocationsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateFleetLocations that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 574 of file GameLiftClient.h.

◆ CreateFleetLocationsCallable()

template<typename CreateFleetLocationsRequestT = Model::CreateFleetLocationsRequest>
Model::CreateFleetLocationsOutcomeCallable Aws::GameLift::GameLiftClient::CreateFleetLocationsCallable ( const CreateFleetLocationsRequestT &  request) const
inline

A Callable wrapper for CreateFleetLocations that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 565 of file GameLiftClient.h.

◆ CreateGameServerGroup()

virtual Model::CreateGameServerGroupOutcome Aws::GameLift::GameLiftClient::CreateGameServerGroup ( const Model::CreateGameServerGroupRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Creates a Amazon GameLift Servers FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift Servers console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

  • An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide.

  • An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift Servers FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift Servers FleetIQ Developer Guide.

To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift Servers FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift Servers FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ CreateGameServerGroupAsync()

template<typename CreateGameServerGroupRequestT = Model::CreateGameServerGroupRequest>
void Aws::GameLift::GameLiftClient::CreateGameServerGroupAsync ( const CreateGameServerGroupRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 634 of file GameLiftClient.h.

◆ CreateGameServerGroupCallable()

template<typename CreateGameServerGroupRequestT = Model::CreateGameServerGroupRequest>
Model::CreateGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::CreateGameServerGroupCallable ( const CreateGameServerGroupRequestT &  request) const
inline

A Callable wrapper for CreateGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 625 of file GameLiftClient.h.

◆ CreateGameSession()

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

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift Servers game session placement feature with StartGameSessionPlacement, which uses the FleetIQ algorithm and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status.

You can use this operation in the following ways:

  • To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.

  • To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.

  • To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location.

If successful, Amazon GameLift Servers initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Amazon GameLift Servers retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Servers Local.

Learn more

Start a game session

All APIs by task

See Also:

AWS API Reference

◆ CreateGameSessionAsync()

template<typename CreateGameSessionRequestT = Model::CreateGameSessionRequest>
void Aws::GameLift::GameLiftClient::CreateGameSessionAsync ( const CreateGameSessionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateGameSession that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 692 of file GameLiftClient.h.

◆ CreateGameSessionCallable()

template<typename CreateGameSessionRequestT = Model::CreateGameSessionRequest>
Model::CreateGameSessionOutcomeCallable Aws::GameLift::GameLiftClient::CreateGameSessionCallable ( const CreateGameSessionRequestT &  request) const
inline

A Callable wrapper for CreateGameSession that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 683 of file GameLiftClient.h.

◆ CreateGameSessionQueue()

virtual Model::CreateGameSessionQueueOutcome Aws::GameLift::GameLiftClient::CreateGameSessionQueue ( const Model::CreateGameSessionQueueRequest request) const
virtual

Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to locate the best available placement locations for a new game session, and then prompts the game server process to start a new game session.

A game session queue is configured with a set of destinations (Amazon GameLift Servers fleets or aliases) that determine where the queue can place new game sessions. These destinations can span multiple Amazon Web Services Regions, can use different instance types, and can include both Spot and On-Demand fleets. If the queue includes multi-location fleets, the queue can place game sessions in any of a fleet's remote locations.

You can configure a queue to determine how it selects the best available placement for a new game session. Queues can prioritize placement decisions based on a combination of location, hosting cost, and player latency. You can set up the queue to use the default prioritization or provide alternate instructions using PriorityConfiguration.

Request options

Use this operation to make these common types of requests.

  • Create a queue with the minimum required parameters.

    • Name

    • Destinations (This parameter isn't required, but a queue can't make placements without at least one destination.)

  • Create a queue with placement notification. Queues that have high placement activity must use a notification system, such as with Amazon Simple Notification Service (Amazon SNS) or Amazon CloudWatch.

    • Required parameters Name and Destinations

    • NotificationTarget

  • Create a queue with custom prioritization settings. These custom settings replace the default prioritization configuration for a queue.

    • Required parameters Name and Destinations

    • PriorityConfiguration

  • Create a queue with special rules for processing player latency data.

    • Required parameters Name and Destinations

    • PlayerLatencyPolicies

Results

If successful, this operation returns a new GameSessionQueue object with an assigned queue ARN. Use the queue's name or ARN when submitting new game session requests with StartGameSessionPlacement or StartMatchmaking.

Learn more

Design a game session queue

Create a game session queue

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

See Also:

AWS API Reference

◆ CreateGameSessionQueueAsync()

template<typename CreateGameSessionQueueRequestT = Model::CreateGameSessionQueueRequest>
void Aws::GameLift::GameLiftClient::CreateGameSessionQueueAsync ( const CreateGameSessionQueueRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateGameSessionQueue that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 768 of file GameLiftClient.h.

◆ CreateGameSessionQueueCallable()

template<typename CreateGameSessionQueueRequestT = Model::CreateGameSessionQueueRequest>
Model::CreateGameSessionQueueOutcomeCallable Aws::GameLift::GameLiftClient::CreateGameSessionQueueCallable ( const CreateGameSessionQueueRequestT &  request) const
inline

A Callable wrapper for CreateGameSessionQueue that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 759 of file GameLiftClient.h.

◆ CreateLocation()

virtual Model::CreateLocationOutcome Aws::GameLift::GameLiftClient::CreateLocation ( const Model::CreateLocationRequest request) const
virtual

Creates a custom location for use in an Anywhere fleet.

See Also:

AWS API Reference

◆ CreateLocationAsync()

template<typename CreateLocationRequestT = Model::CreateLocationRequest>
void Aws::GameLift::GameLiftClient::CreateLocationAsync ( const CreateLocationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateLocation that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 794 of file GameLiftClient.h.

◆ CreateLocationCallable()

template<typename CreateLocationRequestT = Model::CreateLocationRequest>
Model::CreateLocationOutcomeCallable Aws::GameLift::GameLiftClient::CreateLocationCallable ( const CreateLocationRequestT &  request) const
inline

A Callable wrapper for CreateLocation that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 785 of file GameLiftClient.h.

◆ CreateMatchmakingConfiguration()

virtual Model::CreateMatchmakingConfigurationOutcome Aws::GameLift::GameLiftClient::CreateMatchmakingConfiguration ( const Model::CreateMatchmakingConfigurationRequest request) const
virtual

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift Servers hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift Servers hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift Servers hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift Servers hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

See Also:

AWS API Reference

◆ CreateMatchmakingConfigurationAsync()

template<typename CreateMatchmakingConfigurationRequestT = Model::CreateMatchmakingConfigurationRequest>
void Aws::GameLift::GameLiftClient::CreateMatchmakingConfigurationAsync ( const CreateMatchmakingConfigurationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateMatchmakingConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 839 of file GameLiftClient.h.

◆ CreateMatchmakingConfigurationCallable()

template<typename CreateMatchmakingConfigurationRequestT = Model::CreateMatchmakingConfigurationRequest>
Model::CreateMatchmakingConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::CreateMatchmakingConfigurationCallable ( const CreateMatchmakingConfigurationRequestT &  request) const
inline

A Callable wrapper for CreateMatchmakingConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 830 of file GameLiftClient.h.

◆ CreateMatchmakingRuleSet()

virtual Model::CreateMatchmakingRuleSetOutcome Aws::GameLift::GameLiftClient::CreateMatchmakingRuleSet ( const Model::CreateMatchmakingRuleSetRequest request) const
virtual

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

See Also:

AWS API Reference

◆ CreateMatchmakingRuleSetAsync()

template<typename CreateMatchmakingRuleSetRequestT = Model::CreateMatchmakingRuleSetRequest>
void Aws::GameLift::GameLiftClient::CreateMatchmakingRuleSetAsync ( const CreateMatchmakingRuleSetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateMatchmakingRuleSet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 879 of file GameLiftClient.h.

◆ CreateMatchmakingRuleSetCallable()

template<typename CreateMatchmakingRuleSetRequestT = Model::CreateMatchmakingRuleSetRequest>
Model::CreateMatchmakingRuleSetOutcomeCallable Aws::GameLift::GameLiftClient::CreateMatchmakingRuleSetCallable ( const CreateMatchmakingRuleSetRequestT &  request) const
inline

A Callable wrapper for CreateMatchmakingRuleSet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 870 of file GameLiftClient.h.

◆ CreatePlayerSession()

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

Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions .

To create a player session, specify a game session ID, player ID, and optionally a set of player data.

If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated.

The maximum number of players per game session is 200. It is not adjustable.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ CreatePlayerSessionAsync()

template<typename CreatePlayerSessionRequestT = Model::CreatePlayerSessionRequest>
void Aws::GameLift::GameLiftClient::CreatePlayerSessionAsync ( const CreatePlayerSessionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreatePlayerSession that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 920 of file GameLiftClient.h.

◆ CreatePlayerSessionCallable()

template<typename CreatePlayerSessionRequestT = Model::CreatePlayerSessionRequest>
Model::CreatePlayerSessionOutcomeCallable Aws::GameLift::GameLiftClient::CreatePlayerSessionCallable ( const CreatePlayerSessionRequestT &  request) const
inline

A Callable wrapper for CreatePlayerSession that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 911 of file GameLiftClient.h.

◆ CreatePlayerSessions()

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

Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession

To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.

If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated.

The maximum number of players per game session is 200. It is not adjustable.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ CreatePlayerSessionsAsync()

template<typename CreatePlayerSessionsRequestT = Model::CreatePlayerSessionsRequest>
void Aws::GameLift::GameLiftClient::CreatePlayerSessionsAsync ( const CreatePlayerSessionsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreatePlayerSessions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 960 of file GameLiftClient.h.

◆ CreatePlayerSessionsCallable()

template<typename CreatePlayerSessionsRequestT = Model::CreatePlayerSessionsRequest>
Model::CreatePlayerSessionsOutcomeCallable Aws::GameLift::GameLiftClient::CreatePlayerSessionsCallable ( const CreatePlayerSessionsRequestT &  request) const
inline

A Callable wrapper for CreatePlayerSessions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 951 of file GameLiftClient.h.

◆ CreateScript()

virtual Model::CreateScriptOutcome Aws::GameLift::GameLiftClient::CreateScript ( const Model::CreateScriptRequest request = {}) const
virtual

Creates a new script record for your Amazon GameLift Servers Realtime script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Amazon GameLift Servers Realtime fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

  • A locally available directory. Use the ZipFile parameter for this option.

  • An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift Servers service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift Servers-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift Servers accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Servers Amazon GameLift Servers Realtime

Set Up a Role for Amazon GameLift Servers Access

Related actions

All APIs by task

See Also:

AWS API Reference

◆ CreateScriptAsync()

template<typename CreateScriptRequestT = Model::CreateScriptRequest>
void Aws::GameLift::GameLiftClient::CreateScriptAsync ( const CreateScriptResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const CreateScriptRequestT &  request = {} 
) const
inline

An Async wrapper for CreateScript that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1010 of file GameLiftClient.h.

◆ CreateScriptCallable()

template<typename CreateScriptRequestT = Model::CreateScriptRequest>
Model::CreateScriptOutcomeCallable Aws::GameLift::GameLiftClient::CreateScriptCallable ( const CreateScriptRequestT &  request = {}) const
inline

A Callable wrapper for CreateScript that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1001 of file GameLiftClient.h.

◆ CreateVpcPeeringAuthorization()

virtual Model::CreateVpcPeeringAuthorizationOutcome Aws::GameLift::GameLiftClient::CreateVpcPeeringAuthorization ( const Model::CreateVpcPeeringAuthorizationRequest request) const
virtual

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift Servers fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Servers Fleets.

You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift Servers fleets. You cannot peer with VPCs that are in different Regions.

To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift Servers fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift Servers. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift Servers fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift Servers.

The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ CreateVpcPeeringAuthorizationAsync()

template<typename CreateVpcPeeringAuthorizationRequestT = Model::CreateVpcPeeringAuthorizationRequest>
void Aws::GameLift::GameLiftClient::CreateVpcPeeringAuthorizationAsync ( const CreateVpcPeeringAuthorizationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateVpcPeeringAuthorization that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1063 of file GameLiftClient.h.

◆ CreateVpcPeeringAuthorizationCallable()

template<typename CreateVpcPeeringAuthorizationRequestT = Model::CreateVpcPeeringAuthorizationRequest>
Model::CreateVpcPeeringAuthorizationOutcomeCallable Aws::GameLift::GameLiftClient::CreateVpcPeeringAuthorizationCallable ( const CreateVpcPeeringAuthorizationRequestT &  request) const
inline

A Callable wrapper for CreateVpcPeeringAuthorization that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1054 of file GameLiftClient.h.

◆ CreateVpcPeeringConnection()

virtual Model::CreateVpcPeeringConnectionOutcome Aws::GameLift::GameLiftClient::CreateVpcPeeringConnection ( const Model::CreateVpcPeeringConnectionRequest request) const
virtual

Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift Servers fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift Servers fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Servers Fleets.

Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents .

Related actions

All APIs by task

See Also:

AWS API Reference

◆ CreateVpcPeeringConnectionAsync()

template<typename CreateVpcPeeringConnectionRequestT = Model::CreateVpcPeeringConnectionRequest>
void Aws::GameLift::GameLiftClient::CreateVpcPeeringConnectionAsync ( const CreateVpcPeeringConnectionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for CreateVpcPeeringConnection that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1115 of file GameLiftClient.h.

◆ CreateVpcPeeringConnectionCallable()

template<typename CreateVpcPeeringConnectionRequestT = Model::CreateVpcPeeringConnectionRequest>
Model::CreateVpcPeeringConnectionOutcomeCallable Aws::GameLift::GameLiftClient::CreateVpcPeeringConnectionCallable ( const CreateVpcPeeringConnectionRequestT &  request) const
inline

A Callable wrapper for CreateVpcPeeringConnection that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1106 of file GameLiftClient.h.

◆ DeleteAlias()

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

Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DeleteAliasAsync()

template<typename DeleteAliasRequestT = Model::DeleteAliasRequest>
void Aws::GameLift::GameLiftClient::DeleteAliasAsync ( const DeleteAliasRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteAlias that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1145 of file GameLiftClient.h.

◆ DeleteAliasCallable()

template<typename DeleteAliasRequestT = Model::DeleteAliasRequest>
Model::DeleteAliasOutcomeCallable Aws::GameLift::GameLiftClient::DeleteAliasCallable ( const DeleteAliasRequestT &  request) const
inline

A Callable wrapper for DeleteAlias that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1136 of file GameLiftClient.h.

◆ DeleteBuild()

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

Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

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AWS API Reference

◆ DeleteBuildAsync()

template<typename DeleteBuildRequestT = Model::DeleteBuildRequest>
void Aws::GameLift::GameLiftClient::DeleteBuildAsync ( const DeleteBuildRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteBuild that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1178 of file GameLiftClient.h.

◆ DeleteBuildCallable()

template<typename DeleteBuildRequestT = Model::DeleteBuildRequest>
Model::DeleteBuildOutcomeCallable Aws::GameLift::GameLiftClient::DeleteBuildCallable ( const DeleteBuildRequestT &  request) const
inline

A Callable wrapper for DeleteBuild that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1169 of file GameLiftClient.h.

◆ DeleteContainerFleet()

virtual Model::DeleteContainerFleetOutcome Aws::GameLift::GameLiftClient::DeleteContainerFleet ( const Model::DeleteContainerFleetRequest request) const
virtual

Deletes all resources and information related to a container fleet and shuts down currently running fleet instances, including those in remote locations. The container fleet must be in ACTIVE status to be deleted.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING.

Learn more

Setting up Amazon GameLift Servers Fleets

See Also:

AWS API Reference

◆ DeleteContainerFleetAsync()

template<typename DeleteContainerFleetRequestT = Model::DeleteContainerFleetRequest>
void Aws::GameLift::GameLiftClient::DeleteContainerFleetAsync ( const DeleteContainerFleetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1210 of file GameLiftClient.h.

◆ DeleteContainerFleetCallable()

template<typename DeleteContainerFleetRequestT = Model::DeleteContainerFleetRequest>
Model::DeleteContainerFleetOutcomeCallable Aws::GameLift::GameLiftClient::DeleteContainerFleetCallable ( const DeleteContainerFleetRequestT &  request) const
inline

A Callable wrapper for DeleteContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1201 of file GameLiftClient.h.

◆ DeleteContainerGroupDefinition()

virtual Model::DeleteContainerGroupDefinitionOutcome Aws::GameLift::GameLiftClient::DeleteContainerGroupDefinition ( const Model::DeleteContainerGroupDefinitionRequest request) const
virtual

Deletes a container group definition.

Request options:

  • Delete an entire container group definition, including all versions. Specify the container group definition name, or use an ARN value without the version number.

  • Delete a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number.

  • Keep the newest versions and delete all older versions. Specify the container group definition name and the number of versions to retain. For example, set VersionCountToRetain to 5 to delete all but the five most recent versions.

Result

If successful, Amazon GameLift Servers removes the container group definition versions that you request deletion for. This request will fail for any requested versions if the following is true:

  • If the version is being used in an active fleet

  • If the version is being deployed to a fleet in a deployment that's currently in progress.

  • If the version is designated as a rollback definition in a fleet deployment that's currently in progress.

Learn more

See Also:

AWS API Reference

◆ DeleteContainerGroupDefinitionAsync()

template<typename DeleteContainerGroupDefinitionRequestT = Model::DeleteContainerGroupDefinitionRequest>
void Aws::GameLift::GameLiftClient::DeleteContainerGroupDefinitionAsync ( const DeleteContainerGroupDefinitionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1253 of file GameLiftClient.h.

◆ DeleteContainerGroupDefinitionCallable()

template<typename DeleteContainerGroupDefinitionRequestT = Model::DeleteContainerGroupDefinitionRequest>
Model::DeleteContainerGroupDefinitionOutcomeCallable Aws::GameLift::GameLiftClient::DeleteContainerGroupDefinitionCallable ( const DeleteContainerGroupDefinitionRequestT &  request) const
inline

A Callable wrapper for DeleteContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1244 of file GameLiftClient.h.

◆ DeleteFleet()

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

Deletes all resources and information related to a fleet and shuts down any currently running fleet instances, including those in remote locations.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the VPC peering connection.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is emitted.

Learn more

Setting up Amazon GameLift Servers Fleets

See Also:

AWS API Reference

◆ DeleteFleetAsync()

template<typename DeleteFleetRequestT = Model::DeleteFleetRequest>
void Aws::GameLift::GameLiftClient::DeleteFleetAsync ( const DeleteFleetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteFleet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1289 of file GameLiftClient.h.

◆ DeleteFleetCallable()

template<typename DeleteFleetRequestT = Model::DeleteFleetRequest>
Model::DeleteFleetOutcomeCallable Aws::GameLift::GameLiftClient::DeleteFleetCallable ( const DeleteFleetRequestT &  request) const
inline

A Callable wrapper for DeleteFleet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1280 of file GameLiftClient.h.

◆ DeleteFleetLocations()

virtual Model::DeleteFleetLocationsOutcome Aws::GameLift::GameLiftClient::DeleteFleetLocations ( const Model::DeleteFleetLocationsRequest request) const
virtual

Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.

To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.

If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ DeleteFleetLocationsAsync()

template<typename DeleteFleetLocationsRequestT = Model::DeleteFleetLocationsRequest>
void Aws::GameLift::GameLiftClient::DeleteFleetLocationsAsync ( const DeleteFleetLocationsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteFleetLocations that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1323 of file GameLiftClient.h.

◆ DeleteFleetLocationsCallable()

template<typename DeleteFleetLocationsRequestT = Model::DeleteFleetLocationsRequest>
Model::DeleteFleetLocationsOutcomeCallable Aws::GameLift::GameLiftClient::DeleteFleetLocationsCallable ( const DeleteFleetLocationsRequestT &  request) const
inline

A Callable wrapper for DeleteFleetLocations that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1314 of file GameLiftClient.h.

◆ DeleteGameServerGroup()

virtual Model::DeleteGameServerGroupOutcome Aws::GameLift::GameLiftClient::DeleteGameServerGroup ( const Model::DeleteGameServerGroupRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

  • The game server group

  • The corresponding Auto Scaling group

  • All game servers that are currently running in the group

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift Servers FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status.

Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ DeleteGameServerGroupAsync()

template<typename DeleteGameServerGroupRequestT = Model::DeleteGameServerGroupRequest>
void Aws::GameLift::GameLiftClient::DeleteGameServerGroupAsync ( const DeleteGameServerGroupRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1368 of file GameLiftClient.h.

◆ DeleteGameServerGroupCallable()

template<typename DeleteGameServerGroupRequestT = Model::DeleteGameServerGroupRequest>
Model::DeleteGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::DeleteGameServerGroupCallable ( const DeleteGameServerGroupRequestT &  request) const
inline

A Callable wrapper for DeleteGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1359 of file GameLiftClient.h.

◆ DeleteGameSessionQueue()

virtual Model::DeleteGameSessionQueueOutcome Aws::GameLift::GameLiftClient::DeleteGameSessionQueue ( const Model::DeleteGameSessionQueueRequest request) const
virtual

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.

See Also:

AWS API Reference

◆ DeleteGameSessionQueueAsync()

template<typename DeleteGameSessionQueueRequestT = Model::DeleteGameSessionQueueRequest>
void Aws::GameLift::GameLiftClient::DeleteGameSessionQueueAsync ( const DeleteGameSessionQueueRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteGameSessionQueue that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1397 of file GameLiftClient.h.

◆ DeleteGameSessionQueueCallable()

template<typename DeleteGameSessionQueueRequestT = Model::DeleteGameSessionQueueRequest>
Model::DeleteGameSessionQueueOutcomeCallable Aws::GameLift::GameLiftClient::DeleteGameSessionQueueCallable ( const DeleteGameSessionQueueRequestT &  request) const
inline

A Callable wrapper for DeleteGameSessionQueue that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1388 of file GameLiftClient.h.

◆ DeleteLocation()

virtual Model::DeleteLocationOutcome Aws::GameLift::GameLiftClient::DeleteLocation ( const Model::DeleteLocationRequest request) const
virtual

Deletes a custom location.

Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information, see DeregisterCompute.

See Also:

AWS API Reference

◆ DeleteLocationAsync()

template<typename DeleteLocationRequestT = Model::DeleteLocationRequest>
void Aws::GameLift::GameLiftClient::DeleteLocationAsync ( const DeleteLocationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteLocation that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1426 of file GameLiftClient.h.

◆ DeleteLocationCallable()

template<typename DeleteLocationRequestT = Model::DeleteLocationRequest>
Model::DeleteLocationOutcomeCallable Aws::GameLift::GameLiftClient::DeleteLocationCallable ( const DeleteLocationRequestT &  request) const
inline

A Callable wrapper for DeleteLocation that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1417 of file GameLiftClient.h.

◆ DeleteMatchmakingConfiguration()

virtual Model::DeleteMatchmakingConfigurationOutcome Aws::GameLift::GameLiftClient::DeleteMatchmakingConfiguration ( const Model::DeleteMatchmakingConfigurationRequest request) const
virtual

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

See Also:

AWS API Reference

◆ DeleteMatchmakingConfigurationAsync()

template<typename DeleteMatchmakingConfigurationRequestT = Model::DeleteMatchmakingConfigurationRequest>
void Aws::GameLift::GameLiftClient::DeleteMatchmakingConfigurationAsync ( const DeleteMatchmakingConfigurationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteMatchmakingConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1453 of file GameLiftClient.h.

◆ DeleteMatchmakingConfigurationCallable()

template<typename DeleteMatchmakingConfigurationRequestT = Model::DeleteMatchmakingConfigurationRequest>
Model::DeleteMatchmakingConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::DeleteMatchmakingConfigurationCallable ( const DeleteMatchmakingConfigurationRequestT &  request) const
inline

A Callable wrapper for DeleteMatchmakingConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1444 of file GameLiftClient.h.

◆ DeleteMatchmakingRuleSet()

virtual Model::DeleteMatchmakingRuleSetOutcome Aws::GameLift::GameLiftClient::DeleteMatchmakingRuleSet ( const Model::DeleteMatchmakingRuleSetRequest request) const
virtual

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

See Also:

AWS API Reference

◆ DeleteMatchmakingRuleSetAsync()

template<typename DeleteMatchmakingRuleSetRequestT = Model::DeleteMatchmakingRuleSetRequest>
void Aws::GameLift::GameLiftClient::DeleteMatchmakingRuleSetAsync ( const DeleteMatchmakingRuleSetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteMatchmakingRuleSet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1482 of file GameLiftClient.h.

◆ DeleteMatchmakingRuleSetCallable()

template<typename DeleteMatchmakingRuleSetRequestT = Model::DeleteMatchmakingRuleSetRequest>
Model::DeleteMatchmakingRuleSetOutcomeCallable Aws::GameLift::GameLiftClient::DeleteMatchmakingRuleSetCallable ( const DeleteMatchmakingRuleSetRequestT &  request) const
inline

A Callable wrapper for DeleteMatchmakingRuleSet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1473 of file GameLiftClient.h.

◆ DeleteScalingPolicy()

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

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift Servers removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet.

See Also:


AWS API Reference

◆ DeleteScalingPolicyAsync()

template<typename DeleteScalingPolicyRequestT = Model::DeleteScalingPolicyRequest>
void Aws::GameLift::GameLiftClient::DeleteScalingPolicyAsync ( const DeleteScalingPolicyRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteScalingPolicy that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1513 of file GameLiftClient.h.

◆ DeleteScalingPolicyCallable()

template<typename DeleteScalingPolicyRequestT = Model::DeleteScalingPolicyRequest>
Model::DeleteScalingPolicyOutcomeCallable Aws::GameLift::GameLiftClient::DeleteScalingPolicyCallable ( const DeleteScalingPolicyRequestT &  request) const
inline

A Callable wrapper for DeleteScalingPolicy that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1504 of file GameLiftClient.h.

◆ DeleteScript()

virtual Model::DeleteScriptOutcome Aws::GameLift::GameLiftClient::DeleteScript ( const Model::DeleteScriptRequest request) const
virtual

Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Servers Amazon GameLift Servers Realtime

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See Also:

AWS API Reference

◆ DeleteScriptAsync()

template<typename DeleteScriptRequestT = Model::DeleteScriptRequest>
void Aws::GameLift::GameLiftClient::DeleteScriptAsync ( const DeleteScriptRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteScript that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1549 of file GameLiftClient.h.

◆ DeleteScriptCallable()

template<typename DeleteScriptRequestT = Model::DeleteScriptRequest>
Model::DeleteScriptOutcomeCallable Aws::GameLift::GameLiftClient::DeleteScriptCallable ( const DeleteScriptRequestT &  request) const
inline

A Callable wrapper for DeleteScript that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1540 of file GameLiftClient.h.

◆ DeleteVpcPeeringAuthorization()

virtual Model::DeleteVpcPeeringAuthorizationOutcome Aws::GameLift::GameLiftClient::DeleteVpcPeeringAuthorization ( const Model::DeleteVpcPeeringAuthorizationRequest request) const
virtual

Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DeleteVpcPeeringAuthorizationAsync()

template<typename DeleteVpcPeeringAuthorizationRequestT = Model::DeleteVpcPeeringAuthorizationRequest>
void Aws::GameLift::GameLiftClient::DeleteVpcPeeringAuthorizationAsync ( const DeleteVpcPeeringAuthorizationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteVpcPeeringAuthorization that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1579 of file GameLiftClient.h.

◆ DeleteVpcPeeringAuthorizationCallable()

template<typename DeleteVpcPeeringAuthorizationRequestT = Model::DeleteVpcPeeringAuthorizationRequest>
Model::DeleteVpcPeeringAuthorizationOutcomeCallable Aws::GameLift::GameLiftClient::DeleteVpcPeeringAuthorizationCallable ( const DeleteVpcPeeringAuthorizationRequestT &  request) const
inline

A Callable wrapper for DeleteVpcPeeringAuthorization that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1570 of file GameLiftClient.h.

◆ DeleteVpcPeeringConnection()

virtual Model::DeleteVpcPeeringConnectionOutcome Aws::GameLift::GameLiftClient::DeleteVpcPeeringConnection ( const Model::DeleteVpcPeeringConnectionRequest request) const
virtual

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete..

Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DeleteVpcPeeringConnectionAsync()

template<typename DeleteVpcPeeringConnectionRequestT = Model::DeleteVpcPeeringConnectionRequest>
void Aws::GameLift::GameLiftClient::DeleteVpcPeeringConnectionAsync ( const DeleteVpcPeeringConnectionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeleteVpcPeeringConnection that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1612 of file GameLiftClient.h.

◆ DeleteVpcPeeringConnectionCallable()

template<typename DeleteVpcPeeringConnectionRequestT = Model::DeleteVpcPeeringConnectionRequest>
Model::DeleteVpcPeeringConnectionOutcomeCallable Aws::GameLift::GameLiftClient::DeleteVpcPeeringConnectionCallable ( const DeleteVpcPeeringConnectionRequestT &  request) const
inline

A Callable wrapper for DeleteVpcPeeringConnection that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1603 of file GameLiftClient.h.

◆ DeregisterCompute()

virtual Model::DeregisterComputeOutcome Aws::GameLift::GameLiftClient::DeregisterCompute ( const Model::DeregisterComputeRequest request) const
virtual

Removes a compute resource from an Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift Servers. Use this operation with an Anywhere fleet that doesn't use the Amazon GameLift Servers Agent For Anywhere fleets with the Agent, the Agent handles all compute registry tasks for you.

To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.

See Also:

AWS API Reference

◆ DeregisterComputeAsync()

template<typename DeregisterComputeRequestT = Model::DeregisterComputeRequest>
void Aws::GameLift::GameLiftClient::DeregisterComputeAsync ( const DeregisterComputeRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeregisterCompute that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1643 of file GameLiftClient.h.

◆ DeregisterComputeCallable()

template<typename DeregisterComputeRequestT = Model::DeregisterComputeRequest>
Model::DeregisterComputeOutcomeCallable Aws::GameLift::GameLiftClient::DeregisterComputeCallable ( const DeregisterComputeRequestT &  request) const
inline

A Callable wrapper for DeregisterCompute that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1634 of file GameLiftClient.h.

◆ DeregisterGameServer()

virtual Model::DeregisterGameServerOutcome Aws::GameLift::GameLiftClient::DeregisterGameServer ( const Model::DeregisterGameServerRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.

To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ DeregisterGameServerAsync()

template<typename DeregisterGameServerRequestT = Model::DeregisterGameServerRequest>
void Aws::GameLift::GameLiftClient::DeregisterGameServerAsync ( const DeregisterGameServerRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DeregisterGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1676 of file GameLiftClient.h.

◆ DeregisterGameServerCallable()

template<typename DeregisterGameServerRequestT = Model::DeregisterGameServerRequest>
Model::DeregisterGameServerOutcomeCallable Aws::GameLift::GameLiftClient::DeregisterGameServerCallable ( const DeregisterGameServerRequestT &  request) const
inline

A Callable wrapper for DeregisterGameServer that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1667 of file GameLiftClient.h.

◆ DescribeAlias()

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

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DescribeAliasAsync()

template<typename DescribeAliasRequestT = Model::DescribeAliasRequest>
void Aws::GameLift::GameLiftClient::DescribeAliasAsync ( const DescribeAliasRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeAlias that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1707 of file GameLiftClient.h.

◆ DescribeAliasCallable()

template<typename DescribeAliasRequestT = Model::DescribeAliasRequest>
Model::DescribeAliasOutcomeCallable Aws::GameLift::GameLiftClient::DescribeAliasCallable ( const DescribeAliasRequestT &  request) const
inline

A Callable wrapper for DescribeAlias that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1698 of file GameLiftClient.h.

◆ DescribeBuild()

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

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build

All APIs by task

See Also:

AWS API Reference

◆ DescribeBuildAsync()

template<typename DescribeBuildRequestT = Model::DescribeBuildRequest>
void Aws::GameLift::GameLiftClient::DescribeBuildAsync ( const DescribeBuildRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeBuild that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1738 of file GameLiftClient.h.

◆ DescribeBuildCallable()

template<typename DescribeBuildRequestT = Model::DescribeBuildRequest>
Model::DescribeBuildOutcomeCallable Aws::GameLift::GameLiftClient::DescribeBuildCallable ( const DescribeBuildRequestT &  request) const
inline

A Callable wrapper for DescribeBuild that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1729 of file GameLiftClient.h.

◆ DescribeCompute()

virtual Model::DescribeComputeOutcome Aws::GameLift::GameLiftClient::DescribeCompute ( const Model::DescribeComputeRequest request) const
virtual

Retrieves properties for a specific compute resource in an Amazon GameLift Servers fleet. You can list all computes in a fleet by calling ListCompute.

Request options

Provide the fleet ID and compute name. The compute name varies depending on the type of fleet.

  • For a compute in a managed EC2 fleet, provide an instance ID. Each instance in the fleet is a compute.

  • For a compute in a managed container fleet, provide a compute name. In a container fleet, each game server container group on a fleet instance is assigned a compute name.

  • For a compute in an Anywhere fleet, provide a registered compute name. Anywhere fleet computes are created when you register a hosting resource with the fleet.

Results

If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information:

  • For a managed EC2 fleet, this operation returns information about the EC2 instance.

  • For an Anywhere fleet, this operation returns information about the registered compute.

See Also:


AWS API Reference

◆ DescribeComputeAsync()

template<typename DescribeComputeRequestT = Model::DescribeComputeRequest>
void Aws::GameLift::GameLiftClient::DescribeComputeAsync ( const DescribeComputeRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeCompute that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1780 of file GameLiftClient.h.

◆ DescribeComputeCallable()

template<typename DescribeComputeRequestT = Model::DescribeComputeRequest>
Model::DescribeComputeOutcomeCallable Aws::GameLift::GameLiftClient::DescribeComputeCallable ( const DescribeComputeRequestT &  request) const
inline

A Callable wrapper for DescribeCompute that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1771 of file GameLiftClient.h.

◆ DescribeContainerFleet()

virtual Model::DescribeContainerFleetOutcome Aws::GameLift::GameLiftClient::DescribeContainerFleet ( const Model::DescribeContainerFleetRequest request) const
virtual

Retrieves the properties for a container fleet. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

Request options

  • Get container fleet properties for a single fleet. Provide either the fleet ID or ARN value.

Results

If successful, a ContainerFleet object is returned. This object includes the fleet properties, including information about the most recent deployment.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

See Also:


AWS API Reference

◆ DescribeContainerFleetAsync()

template<typename DescribeContainerFleetRequestT = Model::DescribeContainerFleetRequest>
void Aws::GameLift::GameLiftClient::DescribeContainerFleetAsync ( const DescribeContainerFleetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1815 of file GameLiftClient.h.

◆ DescribeContainerFleetCallable()

template<typename DescribeContainerFleetRequestT = Model::DescribeContainerFleetRequest>
Model::DescribeContainerFleetOutcomeCallable Aws::GameLift::GameLiftClient::DescribeContainerFleetCallable ( const DescribeContainerFleetRequestT &  request) const
inline

A Callable wrapper for DescribeContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1806 of file GameLiftClient.h.

◆ DescribeContainerGroupDefinition()

virtual Model::DescribeContainerGroupDefinitionOutcome Aws::GameLift::GameLiftClient::DescribeContainerGroupDefinition ( const Model::DescribeContainerGroupDefinitionRequest request) const
virtual

Retrieves the properties of a container group definition, including all container definitions in the group.

Request options:

  • Retrieve the latest version of a container group definition. Specify the container group definition name only, or use an ARN value without a version number.

  • Retrieve a particular version. Specify the container group definition name and a version number, or use an ARN value that includes the version number.

Results:

If successful, this operation returns the complete properties of a container group definition version.

Learn more

See Also:

AWS API Reference

◆ DescribeContainerGroupDefinitionAsync()

template<typename DescribeContainerGroupDefinitionRequestT = Model::DescribeContainerGroupDefinitionRequest>
void Aws::GameLift::GameLiftClient::DescribeContainerGroupDefinitionAsync ( const DescribeContainerGroupDefinitionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1850 of file GameLiftClient.h.

◆ DescribeContainerGroupDefinitionCallable()

template<typename DescribeContainerGroupDefinitionRequestT = Model::DescribeContainerGroupDefinitionRequest>
Model::DescribeContainerGroupDefinitionOutcomeCallable Aws::GameLift::GameLiftClient::DescribeContainerGroupDefinitionCallable ( const DescribeContainerGroupDefinitionRequestT &  request) const
inline

A Callable wrapper for DescribeContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1841 of file GameLiftClient.h.

◆ DescribeEC2InstanceLimits()

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

Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift Servers fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift Servers console.

Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:

  • Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1.

  • Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1.

  • Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1.

This operation can be used in the following ways:

  • To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.

  • To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for.

If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ DescribeEC2InstanceLimitsAsync()

template<typename DescribeEC2InstanceLimitsRequestT = Model::DescribeEC2InstanceLimitsRequest>
void Aws::GameLift::GameLiftClient::DescribeEC2InstanceLimitsAsync ( const DescribeEC2InstanceLimitsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeEC2InstanceLimitsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeEC2InstanceLimits that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1914 of file GameLiftClient.h.

◆ DescribeEC2InstanceLimitsCallable()

template<typename DescribeEC2InstanceLimitsRequestT = Model::DescribeEC2InstanceLimitsRequest>
Model::DescribeEC2InstanceLimitsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeEC2InstanceLimitsCallable ( const DescribeEC2InstanceLimitsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeEC2InstanceLimits that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1905 of file GameLiftClient.h.

◆ DescribeFleetAttributes()

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

Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing hardware and deployment configuration for instances in the fleet.

You can use this operation in the following ways:

  • To get attributes for specific fleets, provide a list of fleet IDs or fleet ARNs.

  • To get attributes for all fleets, do not provide a fleet identifier.

When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ DescribeFleetAttributesAsync()

template<typename DescribeFleetAttributesRequestT = Model::DescribeFleetAttributesRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetAttributesAsync ( const DescribeFleetAttributesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeFleetAttributesRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeFleetAttributes that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1953 of file GameLiftClient.h.

◆ DescribeFleetAttributesCallable()

template<typename DescribeFleetAttributesRequestT = Model::DescribeFleetAttributesRequest>
Model::DescribeFleetAttributesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetAttributesCallable ( const DescribeFleetAttributesRequestT &  request = {}) const
inline

A Callable wrapper for DescribeFleetAttributes that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1944 of file GameLiftClient.h.

◆ DescribeFleetCapacity()

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

Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for game server container groups.

With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html.

This operation can be used in the following ways:

  • To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.

  • To get capacity data for all fleets, do not provide a fleet identifier.

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. Capacity values are returned only for fleets that currently exist.

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

Learn more

Setting up Amazon GameLift Servers fleets

GameLift metrics for fleets

See Also:

AWS API Reference

◆ DescribeFleetCapacityAsync()

template<typename DescribeFleetCapacityRequestT = Model::DescribeFleetCapacityRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetCapacityAsync ( const DescribeFleetCapacityResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeFleetCapacityRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeFleetCapacity that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 1999 of file GameLiftClient.h.

◆ DescribeFleetCapacityCallable()

template<typename DescribeFleetCapacityRequestT = Model::DescribeFleetCapacityRequest>
Model::DescribeFleetCapacityOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetCapacityCallable ( const DescribeFleetCapacityRequestT &  request = {}) const
inline

A Callable wrapper for DescribeFleetCapacity that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 1990 of file GameLiftClient.h.

◆ DescribeFleetDeployment()

virtual Model::DescribeFleetDeploymentOutcome Aws::GameLift::GameLiftClient::DescribeFleetDeployment ( const Model::DescribeFleetDeploymentRequest request) const
virtual

Retrieves information about a managed container fleet deployment.

Request options

  • Get information about the latest deployment for a specific fleet. Provide the fleet ID or ARN.

  • Get information about a specific deployment. Provide the fleet ID or ARN and the deployment ID.

Results

If successful, a FleetDeployment object is returned.

See Also:

AWS API Reference

◆ DescribeFleetDeploymentAsync()

template<typename DescribeFleetDeploymentRequestT = Model::DescribeFleetDeploymentRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetDeploymentAsync ( const DescribeFleetDeploymentRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeFleetDeployment that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2029 of file GameLiftClient.h.

◆ DescribeFleetDeploymentCallable()

template<typename DescribeFleetDeploymentRequestT = Model::DescribeFleetDeploymentRequest>
Model::DescribeFleetDeploymentOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetDeploymentCallable ( const DescribeFleetDeploymentRequestT &  request) const
inline

A Callable wrapper for DescribeFleetDeployment that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2020 of file GameLiftClient.h.

◆ DescribeFleetEvents()

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

Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.

You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a collection of event log entries matching the request are returned.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ DescribeFleetEventsAsync()

template<typename DescribeFleetEventsRequestT = Model::DescribeFleetEventsRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetEventsAsync ( const DescribeFleetEventsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeFleetEvents that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2063 of file GameLiftClient.h.

◆ DescribeFleetEventsCallable()

template<typename DescribeFleetEventsRequestT = Model::DescribeFleetEventsRequest>
Model::DescribeFleetEventsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetEventsCallable ( const DescribeFleetEventsRequestT &  request) const
inline

A Callable wrapper for DescribeFleetEvents that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2054 of file GameLiftClient.h.

◆ DescribeFleetLocationAttributes()

virtual Model::DescribeFleetLocationAttributesOutcome Aws::GameLift::GameLiftClient::DescribeFleetLocationAttributes ( const Model::DescribeFleetLocationAttributesRequest request) const
virtual

Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.

This operation can be used in the following ways:

  • To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested.

  • To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order.

When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes.

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

See Also:

AWS API Reference

◆ DescribeFleetLocationAttributesAsync()

template<typename DescribeFleetLocationAttributesRequestT = Model::DescribeFleetLocationAttributesRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetLocationAttributesAsync ( const DescribeFleetLocationAttributesRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeFleetLocationAttributes that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2105 of file GameLiftClient.h.

◆ DescribeFleetLocationAttributesCallable()

template<typename DescribeFleetLocationAttributesRequestT = Model::DescribeFleetLocationAttributesRequest>
Model::DescribeFleetLocationAttributesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetLocationAttributesCallable ( const DescribeFleetLocationAttributesRequestT &  request) const
inline

A Callable wrapper for DescribeFleetLocationAttributes that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2096 of file GameLiftClient.h.

◆ DescribeFleetLocationCapacity()

virtual Model::DescribeFleetLocationCapacityOutcome Aws::GameLift::GameLiftClient::DescribeFleetLocationCapacity ( const Model::DescribeFleetLocationCapacityRequest request) const
virtual

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. For a managed container fleet, this operation also returns counts for game server container groups.

Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity).

To retrieve capacity data, identify a fleet and location.

If successful, a FleetCapacity object is returned for the requested fleet location.

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

GameLift metrics for fleets

See Also:

AWS API Reference

◆ DescribeFleetLocationCapacityAsync()

template<typename DescribeFleetLocationCapacityRequestT = Model::DescribeFleetLocationCapacityRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetLocationCapacityAsync ( const DescribeFleetLocationCapacityRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeFleetLocationCapacity that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2145 of file GameLiftClient.h.

◆ DescribeFleetLocationCapacityCallable()

template<typename DescribeFleetLocationCapacityRequestT = Model::DescribeFleetLocationCapacityRequest>
Model::DescribeFleetLocationCapacityOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetLocationCapacityCallable ( const DescribeFleetLocationCapacityRequestT &  request) const
inline

A Callable wrapper for DescribeFleetLocationCapacity that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2136 of file GameLiftClient.h.

◆ DescribeFleetLocationUtilization()

virtual Model::DescribeFleetLocationUtilizationOutcome Aws::GameLift::GameLiftClient::DescribeFleetLocationUtilization ( const Model::DescribeFleetLocationUtilizationRequest request) const
virtual

Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization).

To retrieve utilization data, identify a fleet and location.

If successful, a FleetUtilization object is returned for the requested fleet location.

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

GameLift metrics for fleets

See Also:

AWS API Reference

◆ DescribeFleetLocationUtilizationAsync()

template<typename DescribeFleetLocationUtilizationRequestT = Model::DescribeFleetLocationUtilizationRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetLocationUtilizationAsync ( const DescribeFleetLocationUtilizationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeFleetLocationUtilization that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2183 of file GameLiftClient.h.

◆ DescribeFleetLocationUtilizationCallable()

template<typename DescribeFleetLocationUtilizationRequestT = Model::DescribeFleetLocationUtilizationRequest>
Model::DescribeFleetLocationUtilizationOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetLocationUtilizationCallable ( const DescribeFleetLocationUtilizationRequestT &  request) const
inline

A Callable wrapper for DescribeFleetLocationUtilization that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2174 of file GameLiftClient.h.

◆ DescribeFleetPortSettings()

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

Retrieves a fleet's inbound connection permissions. Connection permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range.

Use this operation in the following ways:

  • To retrieve the port settings for a fleet, identify the fleet's unique identifier.

  • To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations.

If successful, a set of IpPermission objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ DescribeFleetPortSettingsAsync()

template<typename DescribeFleetPortSettingsRequestT = Model::DescribeFleetPortSettingsRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetPortSettingsAsync ( const DescribeFleetPortSettingsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeFleetPortSettings that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2221 of file GameLiftClient.h.

◆ DescribeFleetPortSettingsCallable()

template<typename DescribeFleetPortSettingsRequestT = Model::DescribeFleetPortSettingsRequest>
Model::DescribeFleetPortSettingsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetPortSettingsCallable ( const DescribeFleetPortSettingsRequestT &  request) const
inline

A Callable wrapper for DescribeFleetPortSettings that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2212 of file GameLiftClient.h.

◆ DescribeFleetUtilization()

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

Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.

This operation can be used in the following ways:

  • To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.

  • To get utilization data for all fleets, do not provide a fleet identifier.

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region.

Some API operations 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.

Learn more

Setting up Amazon GameLift Servers Fleets

GameLift Metrics for Fleets

See Also:

AWS API Reference

◆ DescribeFleetUtilizationAsync()

template<typename DescribeFleetUtilizationRequestT = Model::DescribeFleetUtilizationRequest>
void Aws::GameLift::GameLiftClient::DescribeFleetUtilizationAsync ( const DescribeFleetUtilizationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeFleetUtilizationRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeFleetUtilization that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2268 of file GameLiftClient.h.

◆ DescribeFleetUtilizationCallable()

template<typename DescribeFleetUtilizationRequestT = Model::DescribeFleetUtilizationRequest>
Model::DescribeFleetUtilizationOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetUtilizationCallable ( const DescribeFleetUtilizationRequestT &  request = {}) const
inline

A Callable wrapper for DescribeFleetUtilization that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2259 of file GameLiftClient.h.

◆ DescribeGameServer()

virtual Model::DescribeGameServerOutcome Aws::GameLift::GameLiftClient::DescribeGameServer ( const Model::DescribeGameServerRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ DescribeGameServerAsync()

template<typename DescribeGameServerRequestT = Model::DescribeGameServerRequest>
void Aws::GameLift::GameLiftClient::DescribeGameServerAsync ( const DescribeGameServerRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2300 of file GameLiftClient.h.

◆ DescribeGameServerCallable()

template<typename DescribeGameServerRequestT = Model::DescribeGameServerRequest>
Model::DescribeGameServerOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameServerCallable ( const DescribeGameServerRequestT &  request) const
inline

A Callable wrapper for DescribeGameServer that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2291 of file GameLiftClient.h.

◆ DescribeGameServerGroup()

virtual Model::DescribeGameServerGroupOutcome Aws::GameLift::GameLiftClient::DescribeGameServerGroup ( const Model::DescribeGameServerGroupRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift Servers FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ DescribeGameServerGroupAsync()

template<typename DescribeGameServerGroupRequestT = Model::DescribeGameServerGroupRequest>
void Aws::GameLift::GameLiftClient::DescribeGameServerGroupAsync ( const DescribeGameServerGroupRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2335 of file GameLiftClient.h.

◆ DescribeGameServerGroupCallable()

template<typename DescribeGameServerGroupRequestT = Model::DescribeGameServerGroupRequest>
Model::DescribeGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameServerGroupCallable ( const DescribeGameServerGroupRequestT &  request) const
inline

A Callable wrapper for DescribeGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2326 of file GameLiftClient.h.

◆ DescribeGameServerInstances()

virtual Model::DescribeGameServerInstancesOutcome Aws::GameLift::GameLiftClient::DescribeGameServerInstances ( const Model::DescribeGameServerInstancesRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift Servers FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers.

To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.

This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ DescribeGameServerInstancesAsync()

template<typename DescribeGameServerInstancesRequestT = Model::DescribeGameServerInstancesRequest>
void Aws::GameLift::GameLiftClient::DescribeGameServerInstancesAsync ( const DescribeGameServerInstancesRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeGameServerInstances that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2375 of file GameLiftClient.h.

◆ DescribeGameServerInstancesCallable()

template<typename DescribeGameServerInstancesRequestT = Model::DescribeGameServerInstancesRequest>
Model::DescribeGameServerInstancesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameServerInstancesCallable ( const DescribeGameServerInstancesRequestT &  request) const
inline

A Callable wrapper for DescribeGameServerInstances that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2366 of file GameLiftClient.h.

◆ DescribeGameSessionDetails()

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

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.

This operation can be used in the following ways:

  • To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations.

  • To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.

  • To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSessionDetail object is returned for each game session that matches the request.

Learn more

Find a game session

All APIs by task

See Also:

AWS API Reference

◆ DescribeGameSessionDetailsAsync()

template<typename DescribeGameSessionDetailsRequestT = Model::DescribeGameSessionDetailsRequest>
void Aws::GameLift::GameLiftClient::DescribeGameSessionDetailsAsync ( const DescribeGameSessionDetailsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeGameSessionDetailsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeGameSessionDetails that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2420 of file GameLiftClient.h.

◆ DescribeGameSessionDetailsCallable()

template<typename DescribeGameSessionDetailsRequestT = Model::DescribeGameSessionDetailsRequest>
Model::DescribeGameSessionDetailsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionDetailsCallable ( const DescribeGameSessionDetailsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeGameSessionDetails that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2411 of file GameLiftClient.h.

◆ DescribeGameSessionPlacement()

virtual Model::DescribeGameSessionPlacementOutcome Aws::GameLift::GameLiftClient::DescribeGameSessionPlacement ( const Model::DescribeGameSessionPlacementRequest request) const
virtual

Retrieves information, including current status, about a game session placement request.

To get game session placement details, specify the placement ID.

This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage.

See Also:

AWS API Reference

◆ DescribeGameSessionPlacementAsync()

template<typename DescribeGameSessionPlacementRequestT = Model::DescribeGameSessionPlacementRequest>
void Aws::GameLift::GameLiftClient::DescribeGameSessionPlacementAsync ( const DescribeGameSessionPlacementRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeGameSessionPlacement that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2453 of file GameLiftClient.h.

◆ DescribeGameSessionPlacementCallable()

template<typename DescribeGameSessionPlacementRequestT = Model::DescribeGameSessionPlacementRequest>
Model::DescribeGameSessionPlacementOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionPlacementCallable ( const DescribeGameSessionPlacementRequestT &  request) const
inline

A Callable wrapper for DescribeGameSessionPlacement that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2444 of file GameLiftClient.h.

◆ DescribeGameSessionQueues()

virtual Model::DescribeGameSessionQueuesOutcome Aws::GameLift::GameLiftClient::DescribeGameSessionQueues ( const Model::DescribeGameSessionQueuesRequest request = {}) const
virtual

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

Learn more

View Your Queues

See Also:

AWS API Reference

◆ DescribeGameSessionQueuesAsync()

template<typename DescribeGameSessionQueuesRequestT = Model::DescribeGameSessionQueuesRequest>
void Aws::GameLift::GameLiftClient::DescribeGameSessionQueuesAsync ( const DescribeGameSessionQueuesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeGameSessionQueuesRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeGameSessionQueues that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2484 of file GameLiftClient.h.

◆ DescribeGameSessionQueuesCallable()

template<typename DescribeGameSessionQueuesRequestT = Model::DescribeGameSessionQueuesRequest>
Model::DescribeGameSessionQueuesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionQueuesCallable ( const DescribeGameSessionQueuesRequestT &  request = {}) const
inline

A Callable wrapper for DescribeGameSessionQueues that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2475 of file GameLiftClient.h.

◆ DescribeGameSessions()

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

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.

This operation can be used in the following ways:

  • To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.

  • To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.

  • To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request.

This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage.

Available in Amazon GameLift Servers Local.

Learn more

Find a game session

All APIs by task

See Also:

AWS API Reference

◆ DescribeGameSessionsAsync()

template<typename DescribeGameSessionsRequestT = Model::DescribeGameSessionsRequest>
void Aws::GameLift::GameLiftClient::DescribeGameSessionsAsync ( const DescribeGameSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeGameSessionsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeGameSessions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2534 of file GameLiftClient.h.

◆ DescribeGameSessionsCallable()

template<typename DescribeGameSessionsRequestT = Model::DescribeGameSessionsRequest>
Model::DescribeGameSessionsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionsCallable ( const DescribeGameSessionsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeGameSessions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2525 of file GameLiftClient.h.

◆ DescribeInstances()

virtual Model::DescribeInstancesOutcome Aws::GameLift::GameLiftClient::DescribeInstances ( const Model::DescribeInstancesRequest request) const
virtual

Retrieves information about the EC2 instances in an Amazon GameLift Servers managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListCompute and https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets.

You can call this operation in the following ways:

  • To get information on all instances in a fleet's home Region, specify the fleet ID.

  • To get information on all instances in a fleet's remote location, specify the fleet ID and location name.

  • To get information on a specific instance in a fleet, specify the fleet ID and instance ID.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DescribeInstancesAsync()

template<typename DescribeInstancesRequestT = Model::DescribeInstancesRequest>
void Aws::GameLift::GameLiftClient::DescribeInstancesAsync ( const DescribeInstancesRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeInstances that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2582 of file GameLiftClient.h.

◆ DescribeInstancesCallable()

template<typename DescribeInstancesRequestT = Model::DescribeInstancesRequest>
Model::DescribeInstancesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeInstancesCallable ( const DescribeInstancesRequestT &  request) const
inline

A Callable wrapper for DescribeInstances that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2573 of file GameLiftClient.h.

◆ DescribeMatchmaking()

virtual Model::DescribeMatchmakingOutcome Aws::GameLift::GameLiftClient::DescribeMatchmaking ( const Model::DescribeMatchmakingRequest request) const
virtual

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including–after a successful match is made–connection information for the resulting new game session.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

See Also:

AWS API Reference

◆ DescribeMatchmakingAsync()

template<typename DescribeMatchmakingRequestT = Model::DescribeMatchmakingRequest>
void Aws::GameLift::GameLiftClient::DescribeMatchmakingAsync ( const DescribeMatchmakingRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeMatchmaking that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2620 of file GameLiftClient.h.

◆ DescribeMatchmakingCallable()

template<typename DescribeMatchmakingRequestT = Model::DescribeMatchmakingRequest>
Model::DescribeMatchmakingOutcomeCallable Aws::GameLift::GameLiftClient::DescribeMatchmakingCallable ( const DescribeMatchmakingRequestT &  request) const
inline

A Callable wrapper for DescribeMatchmaking that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2611 of file GameLiftClient.h.

◆ DescribeMatchmakingConfigurations()

virtual Model::DescribeMatchmakingConfigurationsOutcome Aws::GameLift::GameLiftClient::DescribeMatchmakingConfigurations ( const Model::DescribeMatchmakingConfigurationsRequest request = {}) const
virtual

Retrieves the details of FlexMatch matchmaking configurations.

This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting up FlexMatch matchmakers

See Also:

AWS API Reference

◆ DescribeMatchmakingConfigurationsAsync()

template<typename DescribeMatchmakingConfigurationsRequestT = Model::DescribeMatchmakingConfigurationsRequest>
void Aws::GameLift::GameLiftClient::DescribeMatchmakingConfigurationsAsync ( const DescribeMatchmakingConfigurationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeMatchmakingConfigurationsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeMatchmakingConfigurations that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2654 of file GameLiftClient.h.

◆ DescribeMatchmakingConfigurationsCallable()

template<typename DescribeMatchmakingConfigurationsRequestT = Model::DescribeMatchmakingConfigurationsRequest>
Model::DescribeMatchmakingConfigurationsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeMatchmakingConfigurationsCallable ( const DescribeMatchmakingConfigurationsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeMatchmakingConfigurations that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2645 of file GameLiftClient.h.

◆ DescribeMatchmakingRuleSets()

virtual Model::DescribeMatchmakingRuleSetsOutcome Aws::GameLift::GameLiftClient::DescribeMatchmakingRuleSets ( const Model::DescribeMatchmakingRuleSetsRequest request = {}) const
virtual

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Learn more

See Also:

AWS API Reference

◆ DescribeMatchmakingRuleSetsAsync()

template<typename DescribeMatchmakingRuleSetsRequestT = Model::DescribeMatchmakingRuleSetsRequest>
void Aws::GameLift::GameLiftClient::DescribeMatchmakingRuleSetsAsync ( const DescribeMatchmakingRuleSetsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeMatchmakingRuleSetsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeMatchmakingRuleSets that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2685 of file GameLiftClient.h.

◆ DescribeMatchmakingRuleSetsCallable()

template<typename DescribeMatchmakingRuleSetsRequestT = Model::DescribeMatchmakingRuleSetsRequest>
Model::DescribeMatchmakingRuleSetsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeMatchmakingRuleSetsCallable ( const DescribeMatchmakingRuleSetsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeMatchmakingRuleSets that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2676 of file GameLiftClient.h.

◆ DescribePlayerSessions()

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 the following ways:

  • To retrieve a specific player session, provide the player session ID only.

  • To retrieve all player sessions in a game session, provide the game session ID only.

  • To retrieve all player sessions for a specific player, provide a player ID only.

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. If you provide a specific PlayerSessionId or PlayerId, Amazon GameLift Servers ignores the filter criteria. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a PlayerSession object is returned for each session that matches the request.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DescribePlayerSessionsAsync()

template<typename DescribePlayerSessionsRequestT = Model::DescribePlayerSessionsRequest>
void Aws::GameLift::GameLiftClient::DescribePlayerSessionsAsync ( const DescribePlayerSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribePlayerSessionsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribePlayerSessions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2723 of file GameLiftClient.h.

◆ DescribePlayerSessionsCallable()

template<typename DescribePlayerSessionsRequestT = Model::DescribePlayerSessionsRequest>
Model::DescribePlayerSessionsOutcomeCallable Aws::GameLift::GameLiftClient::DescribePlayerSessionsCallable ( const DescribePlayerSessionsRequestT &  request = {}) const
inline

A Callable wrapper for DescribePlayerSessions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2714 of file GameLiftClient.h.

◆ DescribeRuntimeConfiguration()

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

Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how, on computes in the fleet. For managed EC2 fleets, the runtime configuration describes server processes that run on each fleet instance. can update a fleet's runtime configuration at any time using UpdateRuntimeConfiguration.

To get the current runtime configuration for a fleet, provide the fleet ID.

If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift Servers fleets

Running multiple processes on a fleet

See Also:

AWS API Reference

◆ DescribeRuntimeConfigurationAsync()

template<typename DescribeRuntimeConfigurationRequestT = Model::DescribeRuntimeConfigurationRequest>
void Aws::GameLift::GameLiftClient::DescribeRuntimeConfigurationAsync ( const DescribeRuntimeConfigurationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeRuntimeConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2761 of file GameLiftClient.h.

◆ DescribeRuntimeConfigurationCallable()

template<typename DescribeRuntimeConfigurationRequestT = Model::DescribeRuntimeConfigurationRequest>
Model::DescribeRuntimeConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::DescribeRuntimeConfigurationCallable ( const DescribeRuntimeConfigurationRequestT &  request) const
inline

A Callable wrapper for DescribeRuntimeConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2752 of file GameLiftClient.h.

◆ DescribeScalingPolicies()

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.

A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.

See Also:

AWS API Reference

◆ DescribeScalingPoliciesAsync()

template<typename DescribeScalingPoliciesRequestT = Model::DescribeScalingPoliciesRequest>
void Aws::GameLift::GameLiftClient::DescribeScalingPoliciesAsync ( const DescribeScalingPoliciesRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeScalingPolicies that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2793 of file GameLiftClient.h.

◆ DescribeScalingPoliciesCallable()

template<typename DescribeScalingPoliciesRequestT = Model::DescribeScalingPoliciesRequest>
Model::DescribeScalingPoliciesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeScalingPoliciesCallable ( const DescribeScalingPoliciesRequestT &  request) const
inline

A Callable wrapper for DescribeScalingPolicies that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2784 of file GameLiftClient.h.

◆ DescribeScript()

virtual Model::DescribeScriptOutcome Aws::GameLift::GameLiftClient::DescribeScript ( const Model::DescribeScriptRequest request) const
virtual

Retrieves properties for a Realtime script.

To request a script record, specify the script ID. If successful, an object containing the script properties is returned.

Learn more

Amazon GameLift Servers Amazon GameLift Servers Realtime

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DescribeScriptAsync()

template<typename DescribeScriptRequestT = Model::DescribeScriptRequest>
void Aws::GameLift::GameLiftClient::DescribeScriptAsync ( const DescribeScriptRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for DescribeScript that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2825 of file GameLiftClient.h.

◆ DescribeScriptCallable()

template<typename DescribeScriptRequestT = Model::DescribeScriptRequest>
Model::DescribeScriptOutcomeCallable Aws::GameLift::GameLiftClient::DescribeScriptCallable ( const DescribeScriptRequestT &  request) const
inline

A Callable wrapper for DescribeScript that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2816 of file GameLiftClient.h.

◆ DescribeVpcPeeringAuthorizations()

virtual Model::DescribeVpcPeeringAuthorizationsOutcome Aws::GameLift::GameLiftClient::DescribeVpcPeeringAuthorizations ( const Model::DescribeVpcPeeringAuthorizationsRequest request = {}) const
virtual

Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DescribeVpcPeeringAuthorizationsAsync()

template<typename DescribeVpcPeeringAuthorizationsRequestT = Model::DescribeVpcPeeringAuthorizationsRequest>
void Aws::GameLift::GameLiftClient::DescribeVpcPeeringAuthorizationsAsync ( const DescribeVpcPeeringAuthorizationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeVpcPeeringAuthorizationsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeVpcPeeringAuthorizations that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2855 of file GameLiftClient.h.

◆ DescribeVpcPeeringAuthorizationsCallable()

template<typename DescribeVpcPeeringAuthorizationsRequestT = Model::DescribeVpcPeeringAuthorizationsRequest>
Model::DescribeVpcPeeringAuthorizationsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeVpcPeeringAuthorizationsCallable ( const DescribeVpcPeeringAuthorizationsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeVpcPeeringAuthorizations that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2846 of file GameLiftClient.h.

◆ DescribeVpcPeeringConnections()

virtual Model::DescribeVpcPeeringConnectionsOutcome Aws::GameLift::GameLiftClient::DescribeVpcPeeringConnections ( const Model::DescribeVpcPeeringConnectionsRequest request = {}) const
virtual

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.

To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift Servers fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ DescribeVpcPeeringConnectionsAsync()

template<typename DescribeVpcPeeringConnectionsRequestT = Model::DescribeVpcPeeringConnectionsRequest>
void Aws::GameLift::GameLiftClient::DescribeVpcPeeringConnectionsAsync ( const DescribeVpcPeeringConnectionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const DescribeVpcPeeringConnectionsRequestT &  request = {} 
) const
inline

An Async wrapper for DescribeVpcPeeringConnections that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2889 of file GameLiftClient.h.

◆ DescribeVpcPeeringConnectionsCallable()

template<typename DescribeVpcPeeringConnectionsRequestT = Model::DescribeVpcPeeringConnectionsRequest>
Model::DescribeVpcPeeringConnectionsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeVpcPeeringConnectionsCallable ( const DescribeVpcPeeringConnectionsRequestT &  request = {}) const
inline

A Callable wrapper for DescribeVpcPeeringConnections that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2880 of file GameLiftClient.h.

◆ GetAllocationTag()

static const char * Aws::GameLift::GameLiftClient::GetAllocationTag ( )
static

◆ GetComputeAccess()

virtual Model::GetComputeAccessOutcome Aws::GameLift::GameLiftClient::GetComputeAccess ( const Model::GetComputeAccessRequest request) const
virtual

Requests authorization to remotely connect to a hosting resource in a Amazon GameLift Servers managed fleet. This operation is not used with Amazon GameLift Servers Anywhere fleets.

Request options

Provide the fleet ID and compute name. The compute name varies depending on the type of fleet.

  • For a compute in a managed EC2 fleet, provide an instance ID. Each instance in the fleet is a compute.

  • For a compute in a managed container fleet, provide a compute name. In a container fleet, each game server container group on a fleet instance is assigned a compute name.

Results

If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.

  • With a managed EC2 fleet (where compute type is EC2), use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.

See Also:

AWS API Reference

◆ GetComputeAccessAsync()

template<typename GetComputeAccessRequestT = Model::GetComputeAccessRequest>
void Aws::GameLift::GameLiftClient::GetComputeAccessAsync ( const GetComputeAccessRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for GetComputeAccess that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2930 of file GameLiftClient.h.

◆ GetComputeAccessCallable()

template<typename GetComputeAccessRequestT = Model::GetComputeAccessRequest>
Model::GetComputeAccessOutcomeCallable Aws::GameLift::GameLiftClient::GetComputeAccessCallable ( const GetComputeAccessRequestT &  request) const
inline

A Callable wrapper for GetComputeAccess that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2921 of file GameLiftClient.h.

◆ GetComputeAuthToken()

virtual Model::GetComputeAuthTokenOutcome Aws::GameLift::GameLiftClient::GetComputeAuthToken ( const Model::GetComputeAuthTokenRequest request) const
virtual

Requests an authentication token from Amazon GameLift Servers for a compute resource in an Amazon GameLift Servers fleet. Game servers that are running on the compute use this token to communicate with the Amazon GameLift Servers service, such as when calling the Amazon GameLift Servers server SDK action InitSDK(). Authentication tokens are valid for a limited time span, so you need to request a fresh token before the current token expires.

Request options

  • For managed EC2 fleets (compute type EC2), auth token retrieval and refresh is handled automatically. All game servers that are running on all fleet instances have access to a valid auth token.

  • For Anywhere fleets (compute type ANYWHERE), if you're using the Amazon GameLift Servers Agent, auth token retrieval and refresh is handled automatically for any compute where the Agent is running. If you're not using the Agent, create a mechanism to retrieve and refresh auth tokens for computes that are running game server processes.

Learn more

See Also:

AWS API Reference

◆ GetComputeAuthTokenAsync()

template<typename GetComputeAuthTokenRequestT = Model::GetComputeAuthTokenRequest>
void Aws::GameLift::GameLiftClient::GetComputeAuthTokenAsync ( const GetComputeAuthTokenRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for GetComputeAuthToken that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 2976 of file GameLiftClient.h.

◆ GetComputeAuthTokenCallable()

template<typename GetComputeAuthTokenRequestT = Model::GetComputeAuthTokenRequest>
Model::GetComputeAuthTokenOutcomeCallable Aws::GameLift::GameLiftClient::GetComputeAuthTokenCallable ( const GetComputeAuthTokenRequestT &  request) const
inline

A Callable wrapper for GetComputeAuthToken that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 2967 of file GameLiftClient.h.

◆ GetGameSessionLogUrl()

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 on Amazon GameLift Servers managed fleets. When a game session is terminated, Amazon GameLift Servers automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

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

All APIs by task

See Also:

AWS API Reference

◆ GetGameSessionLogUrlAsync()

template<typename GetGameSessionLogUrlRequestT = Model::GetGameSessionLogUrlRequest>
void Aws::GameLift::GameLiftClient::GetGameSessionLogUrlAsync ( const GetGameSessionLogUrlRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for GetGameSessionLogUrl that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3010 of file GameLiftClient.h.

◆ GetGameSessionLogUrlCallable()

template<typename GetGameSessionLogUrlRequestT = Model::GetGameSessionLogUrlRequest>
Model::GetGameSessionLogUrlOutcomeCallable Aws::GameLift::GameLiftClient::GetGameSessionLogUrlCallable ( const GetGameSessionLogUrlRequestT &  request) const
inline

A Callable wrapper for GetGameSessionLogUrl that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3001 of file GameLiftClient.h.

◆ GetInstanceAccess()

virtual Model::GetInstanceAccessOutcome Aws::GameLift::GameLiftClient::GetInstanceAccess ( const Model::GetInstanceAccessRequest request) const
virtual

Requests authorization to remotely connect to an instance in an Amazon GameLift Servers managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift Servers server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetComputeAccess.

To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.

If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows:

  • For a Windows instance: returns a user name and secret (password) for use with a Windows Remote Desktop client.

  • For a Linux instance: returns a user name and secret (RSA private key) for use with an SSH client. You must save the secret to a .pem file. If you're using the CLI, see the example Get credentials for a Linux instance for tips on automatically saving the secret to a .pem file.

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

See Also:

AWS API Reference

◆ GetInstanceAccessAsync()

template<typename GetInstanceAccessRequestT = Model::GetInstanceAccessRequest>
void Aws::GameLift::GameLiftClient::GetInstanceAccessAsync ( const GetInstanceAccessRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for GetInstanceAccess that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3059 of file GameLiftClient.h.

◆ GetInstanceAccessCallable()

template<typename GetInstanceAccessRequestT = Model::GetInstanceAccessRequest>
Model::GetInstanceAccessOutcomeCallable Aws::GameLift::GameLiftClient::GetInstanceAccessCallable ( const GetInstanceAccessRequestT &  request) const
inline

A Callable wrapper for GetInstanceAccess that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3050 of file GameLiftClient.h.

◆ GetServiceName()

static const char * Aws::GameLift::GameLiftClient::GetServiceName ( )
static

◆ ListAliases()

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

Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Returned aliases are not listed in any particular order.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ ListAliasesAsync()

template<typename ListAliasesRequestT = Model::ListAliasesRequest>
void Aws::GameLift::GameLiftClient::ListAliasesAsync ( const ListAliasesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListAliasesRequestT &  request = {} 
) const
inline

An Async wrapper for ListAliases that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3090 of file GameLiftClient.h.

◆ ListAliasesCallable()

template<typename ListAliasesRequestT = Model::ListAliasesRequest>
Model::ListAliasesOutcomeCallable Aws::GameLift::GameLiftClient::ListAliasesCallable ( const ListAliasesRequestT &  request = {}) const
inline

A Callable wrapper for ListAliases that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3081 of file GameLiftClient.h.

◆ ListBuilds()

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

Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

All APIs by task

See Also:

AWS API Reference

◆ ListBuildsAsync()

template<typename ListBuildsRequestT = Model::ListBuildsRequest>
void Aws::GameLift::GameLiftClient::ListBuildsAsync ( const ListBuildsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListBuildsRequestT &  request = {} 
) const
inline

An Async wrapper for ListBuilds that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3124 of file GameLiftClient.h.

◆ ListBuildsCallable()

template<typename ListBuildsRequestT = Model::ListBuildsRequest>
Model::ListBuildsOutcomeCallable Aws::GameLift::GameLiftClient::ListBuildsCallable ( const ListBuildsRequestT &  request = {}) const
inline

A Callable wrapper for ListBuilds that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3115 of file GameLiftClient.h.

◆ ListCompute()

virtual Model::ListComputeOutcome Aws::GameLift::GameLiftClient::ListCompute ( const Model::ListComputeRequest request) const
virtual

Retrieves information on the compute resources in an Amazon GameLift Servers fleet. Use the pagination parameters to retrieve results in a set of sequential pages.

Request options

  • Retrieve a list of all computes in a fleet. Specify a fleet ID.

  • Retrieve a list of all computes in a specific fleet location. Specify a fleet ID and location.

Results

If successful, this operation returns information on a set of computes. Depending on the type of fleet, the result includes the following information:

  • For a managed EC2 fleet (compute type EC2), this operation returns information about the EC2 instance. Compute names are EC2 instance IDs.

  • For an Anywhere fleet (compute type ANYWHERE), this operation returns compute names and details from when the compute was registered with RegisterCompute. This includes GameLiftServiceSdkEndpoint or GameLiftAgentEndpoint.

See Also:

AWS API Reference

◆ ListComputeAsync()

template<typename ListComputeRequestT = Model::ListComputeRequest>
void Aws::GameLift::GameLiftClient::ListComputeAsync ( const ListComputeRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ListCompute that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3163 of file GameLiftClient.h.

◆ ListComputeCallable()

template<typename ListComputeRequestT = Model::ListComputeRequest>
Model::ListComputeOutcomeCallable Aws::GameLift::GameLiftClient::ListComputeCallable ( const ListComputeRequestT &  request) const
inline

A Callable wrapper for ListCompute that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3154 of file GameLiftClient.h.

◆ ListContainerFleets()

virtual Model::ListContainerFleetsOutcome Aws::GameLift::GameLiftClient::ListContainerFleets ( const Model::ListContainerFleetsRequest request = {}) const
virtual

Retrieves a collection of container fleet resources in an Amazon Web Services Region. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

Request options

  • Get a list of all fleets. Call this operation without specifying a container group definition.

  • Get a list of fleets filtered by container group definition. Provide the container group definition name or ARN value.

  • To get a list of all Amazon GameLift Servers Realtime fleets with a specific configuration script, provide the script ID.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns a collection of container fleets that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve.

Fleet IDs are returned in no particular order.

See Also:

AWS API Reference

◆ ListContainerFleetsAsync()

template<typename ListContainerFleetsRequestT = Model::ListContainerFleetsRequest>
void Aws::GameLift::GameLiftClient::ListContainerFleetsAsync ( const ListContainerFleetsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListContainerFleetsRequestT &  request = {} 
) const
inline

An Async wrapper for ListContainerFleets that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3200 of file GameLiftClient.h.

◆ ListContainerFleetsCallable()

template<typename ListContainerFleetsRequestT = Model::ListContainerFleetsRequest>
Model::ListContainerFleetsOutcomeCallable Aws::GameLift::GameLiftClient::ListContainerFleetsCallable ( const ListContainerFleetsRequestT &  request = {}) const
inline

A Callable wrapper for ListContainerFleets that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3191 of file GameLiftClient.h.

◆ ListContainerGroupDefinitions()

virtual Model::ListContainerGroupDefinitionsOutcome Aws::GameLift::GameLiftClient::ListContainerGroupDefinitions ( const Model::ListContainerGroupDefinitionsRequest request = {}) const
virtual

Retrieves container group definitions for the Amazon Web Services account and Amazon Web Services Region. Use the pagination parameters to retrieve results in a set of sequential pages.

This operation returns only the latest version of each definition. To retrieve all versions of a container group definition, use ListContainerGroupDefinitionVersions.

Request options:

  • Retrieve the most recent versions of all container group definitions.

  • Retrieve the most recent versions of all container group definitions, filtered by type. Specify the container group type to filter on.

Results:

If successful, this operation returns the complete properties of a set of container group definition versions that match the request.

This operation returns the list of container group definitions in no particular order.

See Also:

AWS API Reference

◆ ListContainerGroupDefinitionsAsync()

template<typename ListContainerGroupDefinitionsRequestT = Model::ListContainerGroupDefinitionsRequest>
void Aws::GameLift::GameLiftClient::ListContainerGroupDefinitionsAsync ( const ListContainerGroupDefinitionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListContainerGroupDefinitionsRequestT &  request = {} 
) const
inline

An Async wrapper for ListContainerGroupDefinitions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3274 of file GameLiftClient.h.

◆ ListContainerGroupDefinitionsCallable()

template<typename ListContainerGroupDefinitionsRequestT = Model::ListContainerGroupDefinitionsRequest>
Model::ListContainerGroupDefinitionsOutcomeCallable Aws::GameLift::GameLiftClient::ListContainerGroupDefinitionsCallable ( const ListContainerGroupDefinitionsRequestT &  request = {}) const
inline

A Callable wrapper for ListContainerGroupDefinitions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3265 of file GameLiftClient.h.

◆ ListContainerGroupDefinitionVersions()

virtual Model::ListContainerGroupDefinitionVersionsOutcome Aws::GameLift::GameLiftClient::ListContainerGroupDefinitionVersions ( const Model::ListContainerGroupDefinitionVersionsRequest request) const
virtual

Retrieves all versions of a container group definition. Use the pagination parameters to retrieve results in a set of sequential pages.

Request options:

  • Get all versions of a specified container group definition. Specify the container group definition name or ARN value. (If the ARN value has a version number, it's ignored.)

Results:

If successful, this operation returns the complete properties of a set of container group definition versions that match the request.

This operation returns the list of container group definitions in descending version order (latest first).

Learn more

See Also:

AWS API Reference

◆ ListContainerGroupDefinitionVersionsAsync()

template<typename ListContainerGroupDefinitionVersionsRequestT = Model::ListContainerGroupDefinitionVersionsRequest>
void Aws::GameLift::GameLiftClient::ListContainerGroupDefinitionVersionsAsync ( const ListContainerGroupDefinitionVersionsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ListContainerGroupDefinitionVersions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3236 of file GameLiftClient.h.

◆ ListContainerGroupDefinitionVersionsCallable()

template<typename ListContainerGroupDefinitionVersionsRequestT = Model::ListContainerGroupDefinitionVersionsRequest>
Model::ListContainerGroupDefinitionVersionsOutcomeCallable Aws::GameLift::GameLiftClient::ListContainerGroupDefinitionVersionsCallable ( const ListContainerGroupDefinitionVersionsRequestT &  request) const
inline

A Callable wrapper for ListContainerGroupDefinitionVersions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3227 of file GameLiftClient.h.

◆ ListFleetDeployments()

virtual Model::ListFleetDeploymentsOutcome Aws::GameLift::GameLiftClient::ListFleetDeployments ( const Model::ListFleetDeploymentsRequest request = {}) const
virtual

Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Use the pagination parameters to retrieve results as a set of sequential pages.

Request options

  • Get a list of all deployments. Call this operation without specifying a fleet ID.

  • Get a list of all deployments for a fleet. Specify the container fleet ID or ARN value.

Results

If successful, this operation returns a list of deployments that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve.

Deployments are returned starting with the latest.

See Also:

AWS API Reference

◆ ListFleetDeploymentsAsync()

template<typename ListFleetDeploymentsRequestT = Model::ListFleetDeploymentsRequest>
void Aws::GameLift::GameLiftClient::ListFleetDeploymentsAsync ( const ListFleetDeploymentsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListFleetDeploymentsRequestT &  request = {} 
) const
inline

An Async wrapper for ListFleetDeployments that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3308 of file GameLiftClient.h.

◆ ListFleetDeploymentsCallable()

template<typename ListFleetDeploymentsRequestT = Model::ListFleetDeploymentsRequest>
Model::ListFleetDeploymentsOutcomeCallable Aws::GameLift::GameLiftClient::ListFleetDeploymentsCallable ( const ListFleetDeploymentsRequestT &  request = {}) const
inline

A Callable wrapper for ListFleetDeployments that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3299 of file GameLiftClient.h.

◆ ListFleets()

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

Retrieves a collection of fleet resources in an Amazon Web Services Region. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

You can use operation in the following ways:

  • To get a list of all fleets in a Region, don't provide a build or script identifier.

  • To get a list of all fleets where a specific game build is deployed, provide the build ID.

  • To get a list of all Amazon GameLift Servers Realtime fleets with a specific configuration script, provide the script ID.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns a list of fleet IDs that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve.

Fleet IDs are returned in no particular order.

See Also:

AWS API Reference

◆ ListFleetsAsync()

template<typename ListFleetsRequestT = Model::ListFleetsRequest>
void Aws::GameLift::GameLiftClient::ListFleetsAsync ( const ListFleetsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListFleetsRequestT &  request = {} 
) const
inline

An Async wrapper for ListFleets that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3346 of file GameLiftClient.h.

◆ ListFleetsCallable()

template<typename ListFleetsRequestT = Model::ListFleetsRequest>
Model::ListFleetsOutcomeCallable Aws::GameLift::GameLiftClient::ListFleetsCallable ( const ListFleetsRequestT &  request = {}) const
inline

A Callable wrapper for ListFleets that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3337 of file GameLiftClient.h.

◆ ListGameServerGroups()

virtual Model::ListGameServerGroupsOutcome Aws::GameLift::GameLiftClient::ListGameServerGroups ( const Model::ListGameServerGroupsRequest request = {}) const
virtual

Lists a game server groups.

See Also:

AWS API Reference

◆ ListGameServerGroupsAsync()

template<typename ListGameServerGroupsRequestT = Model::ListGameServerGroupsRequest>
void Aws::GameLift::GameLiftClient::ListGameServerGroupsAsync ( const ListGameServerGroupsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListGameServerGroupsRequestT &  request = {} 
) const
inline

An Async wrapper for ListGameServerGroups that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3371 of file GameLiftClient.h.

◆ ListGameServerGroupsCallable()

template<typename ListGameServerGroupsRequestT = Model::ListGameServerGroupsRequest>
Model::ListGameServerGroupsOutcomeCallable Aws::GameLift::GameLiftClient::ListGameServerGroupsCallable ( const ListGameServerGroupsRequestT &  request = {}) const
inline

A Callable wrapper for ListGameServerGroups that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3362 of file GameLiftClient.h.

◆ ListGameServers()

virtual Model::ListGameServersOutcome Aws::GameLift::GameLiftClient::ListGameServers ( const Model::ListGameServersRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ ListGameServersAsync()

template<typename ListGameServersRequestT = Model::ListGameServersRequest>
void Aws::GameLift::GameLiftClient::ListGameServersAsync ( const ListGameServersRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ListGameServers that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3402 of file GameLiftClient.h.

◆ ListGameServersCallable()

template<typename ListGameServersRequestT = Model::ListGameServersRequest>
Model::ListGameServersOutcomeCallable Aws::GameLift::GameLiftClient::ListGameServersCallable ( const ListGameServersRequestT &  request) const
inline

A Callable wrapper for ListGameServers that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3393 of file GameLiftClient.h.

◆ ListLocations()

virtual Model::ListLocationsOutcome Aws::GameLift::GameLiftClient::ListLocations ( const Model::ListLocationsRequest request = {}) const
virtual

Lists all custom and Amazon Web Services locations where Amazon GameLift Servers can host game servers.

Note that if you call this API using a location that doesn't have a service endpoint, such as one that can only be a remote location in a multi-location fleet, the API returns an error.

Consult the table of supported locations in Amazon GameLift Servers service locations to identify home Regions that support single and multi-location fleets.

Learn more

Service locations

See Also:

AWS API Reference

◆ ListLocationsAsync()

template<typename ListLocationsRequestT = Model::ListLocationsRequest>
void Aws::GameLift::GameLiftClient::ListLocationsAsync ( const ListLocationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListLocationsRequestT &  request = {} 
) const
inline

An Async wrapper for ListLocations that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3436 of file GameLiftClient.h.

◆ ListLocationsCallable()

template<typename ListLocationsRequestT = Model::ListLocationsRequest>
Model::ListLocationsOutcomeCallable Aws::GameLift::GameLiftClient::ListLocationsCallable ( const ListLocationsRequestT &  request = {}) const
inline

A Callable wrapper for ListLocations that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3427 of file GameLiftClient.h.

◆ ListScripts()

virtual Model::ListScriptsOutcome Aws::GameLift::GameLiftClient::ListScripts ( const Model::ListScriptsRequest &  request = {}) const
virtual

Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.

Learn more

Amazon GameLift Servers Amazon GameLift Servers Realtime

Related actions

All APIs by task

See Also:

AWS API Reference

◆ ListScriptsAsync()

template<typename ListScriptsRequestT = Model::ListScriptsRequest>
void Aws::GameLift::GameLiftClient::ListScriptsAsync ( const ListScriptsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const ListScriptsRequestT &  request = {} 
) const
inline

An Async wrapper for ListScripts that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3467 of file GameLiftClient.h.

◆ ListScriptsCallable()

template<typename ListScriptsRequestT = Model::ListScriptsRequest>
Model::ListScriptsOutcomeCallable Aws::GameLift::GameLiftClient::ListScriptsCallable ( const ListScriptsRequestT &  request = {}) const
inline

A Callable wrapper for ListScripts that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3458 of file GameLiftClient.h.

◆ ListTagsForResource()

virtual Model::ListTagsForResourceOutcome Aws::GameLift::GameLiftClient::ListTagsForResource ( const Model::ListTagsForResourceRequest request) const
virtual

Retrieves all tags assigned to a Amazon GameLift Servers resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

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See Also:

AWS API Reference

◆ ListTagsForResourceAsync()

template<typename ListTagsForResourceRequestT = Model::ListTagsForResourceRequest>
void Aws::GameLift::GameLiftClient::ListTagsForResourceAsync ( const ListTagsForResourceRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ListTagsForResource that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3505 of file GameLiftClient.h.

◆ ListTagsForResourceCallable()

template<typename ListTagsForResourceRequestT = Model::ListTagsForResourceRequest>
Model::ListTagsForResourceOutcomeCallable Aws::GameLift::GameLiftClient::ListTagsForResourceCallable ( const ListTagsForResourceRequestT &  request) const
inline

A Callable wrapper for ListTagsForResource that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3496 of file GameLiftClient.h.

◆ OverrideEndpoint()

void Aws::GameLift::GameLiftClient::OverrideEndpoint ( const Aws::String endpoint)

◆ PutScalingPolicy()

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

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift Servers to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift Servers to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift Servers to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift Servers will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."

A policy's rule statement has the following structure:

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

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

See Also:

AWS API Reference

◆ PutScalingPolicyAsync()

template<typename PutScalingPolicyRequestT = Model::PutScalingPolicyRequest>
void Aws::GameLift::GameLiftClient::PutScalingPolicyAsync ( const PutScalingPolicyRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for PutScalingPolicy that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3584 of file GameLiftClient.h.

◆ PutScalingPolicyCallable()

template<typename PutScalingPolicyRequestT = Model::PutScalingPolicyRequest>
Model::PutScalingPolicyOutcomeCallable Aws::GameLift::GameLiftClient::PutScalingPolicyCallable ( const PutScalingPolicyRequestT &  request) const
inline

A Callable wrapper for PutScalingPolicy that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3575 of file GameLiftClient.h.

◆ RegisterCompute()

virtual Model::RegisterComputeOutcome Aws::GameLift::GameLiftClient::RegisterCompute ( const Model::RegisterComputeRequest request) const
virtual

Registers a compute resource in an Amazon GameLift Servers Anywhere fleet.

For an Anywhere fleet that's running the Amazon GameLift Servers Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to register fleet computes.

To register a compute, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide a fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource.

If successful, this operation returns compute details, including an Amazon GameLift Servers SDK endpoint or Agent endpoint. Game server processes running on the compute can use this endpoint to communicate with the Amazon GameLift Servers service. Each server process includes the SDK endpoint in its call to the Amazon GameLift Servers server SDK action InitSDK().

To view compute details, call DescribeCompute with the compute name.

Learn more

See Also:

AWS API Reference

◆ RegisterComputeAsync()

template<typename RegisterComputeRequestT = Model::RegisterComputeRequest>
void Aws::GameLift::GameLiftClient::RegisterComputeAsync ( const RegisterComputeRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for RegisterCompute that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3631 of file GameLiftClient.h.

◆ RegisterComputeCallable()

template<typename RegisterComputeRequestT = Model::RegisterComputeRequest>
Model::RegisterComputeOutcomeCallable Aws::GameLift::GameLiftClient::RegisterComputeCallable ( const RegisterComputeRequestT &  request) const
inline

A Callable wrapper for RegisterCompute that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3622 of file GameLiftClient.h.

◆ RegisterGameServer()

virtual Model::RegisterGameServerOutcome Aws::GameLift::GameLiftClient::RegisterGameServer ( const Model::RegisterGameServerRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Creates a new game server resource and notifies Amazon GameLift Servers FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift Servers FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ RegisterGameServerAsync()

template<typename RegisterGameServerRequestT = Model::RegisterGameServerRequest>
void Aws::GameLift::GameLiftClient::RegisterGameServerAsync ( const RegisterGameServerRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for RegisterGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3671 of file GameLiftClient.h.

◆ RegisterGameServerCallable()

template<typename RegisterGameServerRequestT = Model::RegisterGameServerRequest>
Model::RegisterGameServerOutcomeCallable Aws::GameLift::GameLiftClient::RegisterGameServerCallable ( const RegisterGameServerRequestT &  request) const
inline

A Callable wrapper for RegisterGameServer that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3662 of file GameLiftClient.h.

◆ RequestUploadCredentials()

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

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

All APIs by task

See Also:

AWS API Reference

◆ RequestUploadCredentialsAsync()

template<typename RequestUploadCredentialsRequestT = Model::RequestUploadCredentialsRequest>
void Aws::GameLift::GameLiftClient::RequestUploadCredentialsAsync ( const RequestUploadCredentialsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for RequestUploadCredentials that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3707 of file GameLiftClient.h.

◆ RequestUploadCredentialsCallable()

template<typename RequestUploadCredentialsRequestT = Model::RequestUploadCredentialsRequest>
Model::RequestUploadCredentialsOutcomeCallable Aws::GameLift::GameLiftClient::RequestUploadCredentialsCallable ( const RequestUploadCredentialsRequestT &  request) const
inline

A Callable wrapper for RequestUploadCredentials that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3698 of file GameLiftClient.h.

◆ ResolveAlias()

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

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.

If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ ResolveAliasAsync()

template<typename ResolveAliasRequestT = Model::ResolveAliasRequest>
void Aws::GameLift::GameLiftClient::ResolveAliasAsync ( const ResolveAliasRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ResolveAlias that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3739 of file GameLiftClient.h.

◆ ResolveAliasCallable()

template<typename ResolveAliasRequestT = Model::ResolveAliasRequest>
Model::ResolveAliasOutcomeCallable Aws::GameLift::GameLiftClient::ResolveAliasCallable ( const ResolveAliasRequestT &  request) const
inline

A Callable wrapper for ResolveAlias that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3730 of file GameLiftClient.h.

◆ ResumeGameServerGroup()

virtual Model::ResumeGameServerGroupOutcome Aws::GameLift::GameLiftClient::ResumeGameServerGroup ( const Model::ResumeGameServerGroupRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ ResumeGameServerGroupAsync()

template<typename ResumeGameServerGroupRequestT = Model::ResumeGameServerGroupRequest>
void Aws::GameLift::GameLiftClient::ResumeGameServerGroupAsync ( const ResumeGameServerGroupRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ResumeGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3777 of file GameLiftClient.h.

◆ ResumeGameServerGroupCallable()

template<typename ResumeGameServerGroupRequestT = Model::ResumeGameServerGroupRequest>
Model::ResumeGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::ResumeGameServerGroupCallable ( const ResumeGameServerGroupRequestT &  request) const
inline

A Callable wrapper for ResumeGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3768 of file GameLiftClient.h.

◆ SearchGameSessions()

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

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

  • To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.

  • To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.

  • gameSessionId – A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName – Name assigned to a game session. Game session names do not need to be unique to a game session.

  • gameSessionProperties – A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. The filter expression must specify the https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameProperty – a Key and a string Value to search for the game sessions.

    For example, to search for the above key-value pair, specify the following search filter: gameSessionProperties.difficulty = "novice". All game property values are searched as strings.

    For examples of searching game sessions, see the ones below, and also see Search game sessions by game property.

  • maximumSessions – Maximum number of player sessions allowed for 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.

  • hasAvailablePlayerSessions – Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

All APIs by task

See Also:

AWS API Reference

◆ SearchGameSessionsAsync()

template<typename SearchGameSessionsRequestT = Model::SearchGameSessionsRequest>
void Aws::GameLift::GameLiftClient::SearchGameSessionsAsync ( const SearchGameSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr,
const SearchGameSessionsRequestT &  request = {} 
) const
inline

An Async wrapper for SearchGameSessions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3857 of file GameLiftClient.h.

◆ SearchGameSessionsCallable()

template<typename SearchGameSessionsRequestT = Model::SearchGameSessionsRequest>
Model::SearchGameSessionsOutcomeCallable Aws::GameLift::GameLiftClient::SearchGameSessionsCallable ( const SearchGameSessionsRequestT &  request = {}) const
inline

A Callable wrapper for SearchGameSessions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3848 of file GameLiftClient.h.

◆ StartFleetActions()

virtual Model::StartFleetActionsOutcome Aws::GameLift::GameLiftClient::StartFleetActions ( const Model::StartFleetActionsRequest request) const
virtual

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

  • To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.

  • To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.

If successful, Amazon GameLift Servers once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ StartFleetActionsAsync()

template<typename StartFleetActionsRequestT = Model::StartFleetActionsRequest>
void Aws::GameLift::GameLiftClient::StartFleetActionsAsync ( const StartFleetActionsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StartFleetActions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3897 of file GameLiftClient.h.

◆ StartFleetActionsCallable()

template<typename StartFleetActionsRequestT = Model::StartFleetActionsRequest>
Model::StartFleetActionsOutcomeCallable Aws::GameLift::GameLiftClient::StartFleetActionsCallable ( const StartFleetActionsRequestT &  request) const
inline

A Callable wrapper for StartFleetActions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3888 of file GameLiftClient.h.

◆ StartGameSessionPlacement()

virtual Model::StartGameSessionPlacementOutcome Aws::GameLift::GameLiftClient::StartGameSessionPlacement ( const Model::StartGameSessionPlacementRequest request) const
virtual

Makes a request to start a new game session using a game session queue. When processing a placement request, Amazon GameLift Servers looks for the best possible available resource to host the game session, based on how the queue is configured to prioritize factors such as resource cost, latency, and location. After selecting an available resource, Amazon GameLift Servers prompts the resource to start a game session. A placement request can include a list of players to create a set of player sessions. The request can also include information to pass to the new game session, such as to specify a game map or other options.

Request options

Use this operation to make the following types of requests.

  • Request a placement using the queue's default prioritization process (see the default prioritization described in PriorityConfiguration). Include these required parameters:

    • GameSessionQueueName

    • MaximumPlayerSessionCount

    • PlacementID

  • Request a placement and prioritize based on latency. Include these parameters:

    • Required parameters GameSessionQueueName, MaximumPlayerSessionCount, PlacementID.

    • PlayerLatencies. Include a set of latency values for destinations in the queue. When a request includes latency data, Amazon GameLift Servers automatically reorder the queue's locations priority list based on lowest available latency values. If a request includes latency data for multiple players, Amazon GameLift Servers calculates each location's average latency for all players and reorders to find the lowest latency across all players.

    • Don't include PriorityConfigurationOverride.

    • Prioritize based on a custom list of locations. If you're using a queue that's configured to prioritize location first (see PriorityConfiguration for game session queues), you can optionally use the PriorityConfigurationOverride parameter to substitute a different location priority list for this placement request. Amazon GameLift Servers searches each location on the priority override list to find an available hosting resource for the new game session. Specify a fallback strategy to use in the event that Amazon GameLift Servers fails to place the game session in any of the locations on the override list.

  • Request a placement and prioritized based on a custom list of locations.

  • You can request new player sessions for a group of players. Include the DesiredPlayerSessions parameter and include at minimum a unique player ID for each. You can also include player-specific data to pass to the new game session.

Result

If successful, this operation generates a new game session placement request and adds it to the game session queue for processing. You can track the status of individual placement requests by calling DescribeGameSessionPlacement or by monitoring queue notifications. When the request status is FULFILLED, a new game session has started and the placement request is updated with connection information for the game session (IP address and port). If the request included player session data, Amazon GameLift Servers creates a player session for each player ID in the request.

The request results in a InvalidRequestException in the following situations:

  • If the request includes both PlayerLatencies and PriorityConfigurationOverride parameters.

  • If the request includes the PriorityConfigurationOverride parameter and specifies a queue that doesn't prioritize locations.

Amazon GameLift Servers continues to retry each placement request until it reaches the queue's timeout setting. If a request times out, you can resubmit the request to the same queue or try a different queue.

See Also:

AWS API Reference

◆ StartGameSessionPlacementAsync()

template<typename StartGameSessionPlacementRequestT = Model::StartGameSessionPlacementRequest>
void Aws::GameLift::GameLiftClient::StartGameSessionPlacementAsync ( const StartGameSessionPlacementRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StartGameSessionPlacement that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 3980 of file GameLiftClient.h.

◆ StartGameSessionPlacementCallable()

template<typename StartGameSessionPlacementRequestT = Model::StartGameSessionPlacementRequest>
Model::StartGameSessionPlacementOutcomeCallable Aws::GameLift::GameLiftClient::StartGameSessionPlacementCallable ( const StartGameSessionPlacementRequestT &  request) const
inline

A Callable wrapper for StartGameSessionPlacement that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 3971 of file GameLiftClient.h.

◆ StartMatchBackfill()

virtual Model::StartMatchBackfillOutcome Aws::GameLift::GameLiftClient::StartMatchBackfill ( const Model::StartMatchBackfillRequest request) const
virtual

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with Amazon GameLift Servers managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Only game sessions created by FlexMatch are supported for match backfill.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How Amazon GameLift Servers FlexMatch works

See Also:

AWS API Reference

◆ StartMatchBackfillAsync()

template<typename StartMatchBackfillRequestT = Model::StartMatchBackfillRequest>
void Aws::GameLift::GameLiftClient::StartMatchBackfillAsync ( const StartMatchBackfillRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StartMatchBackfill that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4036 of file GameLiftClient.h.

◆ StartMatchBackfillCallable()

template<typename StartMatchBackfillRequestT = Model::StartMatchBackfillRequest>
Model::StartMatchBackfillOutcomeCallable Aws::GameLift::GameLiftClient::StartMatchBackfillCallable ( const StartMatchBackfillRequestT &  request) const
inline

A Callable wrapper for StartMatchBackfill that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4027 of file GameLiftClient.h.

◆ StartMatchmaking()

virtual Model::StartMatchmakingOutcome Aws::GameLift::GameLiftClient::StartMatchmaking ( const Model::StartMatchmakingRequest request) const
virtual

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How Amazon GameLift Servers FlexMatch works

See Also:

AWS API Reference

◆ StartMatchmakingAsync()

template<typename StartMatchmakingRequestT = Model::StartMatchmakingRequest>
void Aws::GameLift::GameLiftClient::StartMatchmakingAsync ( const StartMatchmakingRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StartMatchmaking that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4083 of file GameLiftClient.h.

◆ StartMatchmakingCallable()

template<typename StartMatchmakingRequestT = Model::StartMatchmakingRequest>
Model::StartMatchmakingOutcomeCallable Aws::GameLift::GameLiftClient::StartMatchmakingCallable ( const StartMatchmakingRequestT &  request) const
inline

A Callable wrapper for StartMatchmaking that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4074 of file GameLiftClient.h.

◆ StopFleetActions()

virtual Model::StopFleetActionsOutcome Aws::GameLift::GameLiftClient::StopFleetActions ( const Model::StopFleetActionsRequest request) const
virtual

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

  • To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.

  • To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.

If successful, Amazon GameLift Servers no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions.

Learn more

Setting up Amazon GameLift Servers Fleets

See Also:

AWS API Reference

◆ StopFleetActionsAsync()

template<typename StopFleetActionsRequestT = Model::StopFleetActionsRequest>
void Aws::GameLift::GameLiftClient::StopFleetActionsAsync ( const StopFleetActionsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StopFleetActions that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4126 of file GameLiftClient.h.

◆ StopFleetActionsCallable()

template<typename StopFleetActionsRequestT = Model::StopFleetActionsRequest>
Model::StopFleetActionsOutcomeCallable Aws::GameLift::GameLiftClient::StopFleetActionsCallable ( const StopFleetActionsRequestT &  request) const
inline

A Callable wrapper for StopFleetActions that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4117 of file GameLiftClient.h.

◆ StopGameSessionPlacement()

virtual Model::StopGameSessionPlacementOutcome Aws::GameLift::GameLiftClient::StopGameSessionPlacement ( const Model::StopGameSessionPlacementRequest request) const
virtual

Cancels a game session placement that's in PENDING status. To stop a placement, provide the placement ID value.

Results

If successful, this operation removes the placement request from the queue and moves the GameSessionPlacement to CANCELLED status.

This operation results in an InvalidRequestExecption (400) error if a game session has already been created for this placement. You can clean up an unneeded game session by calling TerminateGameSession.

See Also:

AWS API Reference

◆ StopGameSessionPlacementAsync()

template<typename StopGameSessionPlacementRequestT = Model::StopGameSessionPlacementRequest>
void Aws::GameLift::GameLiftClient::StopGameSessionPlacementAsync ( const StopGameSessionPlacementRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StopGameSessionPlacement that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4159 of file GameLiftClient.h.

◆ StopGameSessionPlacementCallable()

template<typename StopGameSessionPlacementRequestT = Model::StopGameSessionPlacementRequest>
Model::StopGameSessionPlacementOutcomeCallable Aws::GameLift::GameLiftClient::StopGameSessionPlacementCallable ( const StopGameSessionPlacementRequestT &  request) const
inline

A Callable wrapper for StopGameSessionPlacement that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4150 of file GameLiftClient.h.

◆ StopMatchmaking()

virtual Model::StopMatchmakingOutcome Aws::GameLift::GameLiftClient::StopMatchmaking ( const Model::StopMatchmakingRequest request) const
virtual

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

See Also:

AWS API Reference

◆ StopMatchmakingAsync()

template<typename StopMatchmakingRequestT = Model::StopMatchmakingRequest>
void Aws::GameLift::GameLiftClient::StopMatchmakingAsync ( const StopMatchmakingRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for StopMatchmaking that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4196 of file GameLiftClient.h.

◆ StopMatchmakingCallable()

template<typename StopMatchmakingRequestT = Model::StopMatchmakingRequest>
Model::StopMatchmakingOutcomeCallable Aws::GameLift::GameLiftClient::StopMatchmakingCallable ( const StopMatchmakingRequestT &  request) const
inline

A Callable wrapper for StopMatchmaking that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4187 of file GameLiftClient.h.

◆ SuspendGameServerGroup()

virtual Model::SuspendGameServerGroupOutcome Aws::GameLift::GameLiftClient::SuspendGameServerGroup ( const Model::SuspendGameServerGroupRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

  • Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ SuspendGameServerGroupAsync()

template<typename SuspendGameServerGroupRequestT = Model::SuspendGameServerGroupRequest>
void Aws::GameLift::GameLiftClient::SuspendGameServerGroupAsync ( const SuspendGameServerGroupRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for SuspendGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4239 of file GameLiftClient.h.

◆ SuspendGameServerGroupCallable()

template<typename SuspendGameServerGroupRequestT = Model::SuspendGameServerGroupRequest>
Model::SuspendGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::SuspendGameServerGroupCallable ( const SuspendGameServerGroupRequestT &  request) const
inline

A Callable wrapper for SuspendGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4230 of file GameLiftClient.h.

◆ TagResource()

virtual Model::TagResourceOutcome Aws::GameLift::GameLiftClient::TagResource ( const Model::TagResourceRequest request) const
virtual

Assigns a tag to an Amazon GameLift Servers resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

See Also:

AWS API Reference

◆ TagResourceAsync()

template<typename TagResourceRequestT = Model::TagResourceRequest>
void Aws::GameLift::GameLiftClient::TagResourceAsync ( const TagResourceRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for TagResource that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4279 of file GameLiftClient.h.

◆ TagResourceCallable()

template<typename TagResourceRequestT = Model::TagResourceRequest>
Model::TagResourceOutcomeCallable Aws::GameLift::GameLiftClient::TagResourceCallable ( const TagResourceRequestT &  request) const
inline

A Callable wrapper for TagResource that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4270 of file GameLiftClient.h.

◆ TerminateGameSession()

virtual Model::TerminateGameSessionOutcome Aws::GameLift::GameLiftClient::TerminateGameSession ( const Model::TerminateGameSessionRequest request) const
virtual

Ends a game session that's currently in progress. Use this action to terminate any game session that isn't in ERROR status. Terminating a game session is the most efficient way to free up a server process when it's hosting a game session that's in a bad state or not ending properly. You can use this action to terminate a game session that's being hosted on any type of Amazon GameLift Servers fleet compute, including computes for managed EC2, managed container, and Anywhere fleets. The game server must be integrated with Amazon GameLift Servers server SDK 5.x or greater.

Request options

Request termination for a single game session. Provide the game session ID and the termination mode. There are two potential methods for terminating a game session:

  • Initiate a graceful termination using the normal game session shutdown sequence. With this mode, the Amazon GameLift Servers service prompts the server process that's hosting the game session by calling the server SDK callback method OnProcessTerminate(). The callback implementation is part of the custom game server code. It might involve a variety of actions to gracefully end a game session, such as notifying players, before stopping the server process.

  • Force an immediate game session termination. With this mode, the Amazon GameLift Servers service takes action to stop the server process, which ends the game session without the normal game session shutdown sequence.

Results

If successful, game session termination is initiated. During this activity, the game session status is changed to TERMINATING. When completed, the server process that was hosting the game session has been stopped and replaced with a new server process that's ready to host a new game session. The old game session's status is changed to TERMINATED with a status reason that indicates the termination method used.

Learn more

Add Amazon GameLift Servers to your game server

Amazon GameLift Servers server SDK 5 reference guide for OnProcessTerminate() (C++) (C#) (Unreal) (Go)

See Also:

AWS API Reference

◆ TerminateGameSessionAsync()

template<typename TerminateGameSessionRequestT = Model::TerminateGameSessionRequest>
void Aws::GameLift::GameLiftClient::TerminateGameSessionAsync ( const TerminateGameSessionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for TerminateGameSession that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4341 of file GameLiftClient.h.

◆ TerminateGameSessionCallable()

template<typename TerminateGameSessionRequestT = Model::TerminateGameSessionRequest>
Model::TerminateGameSessionOutcomeCallable Aws::GameLift::GameLiftClient::TerminateGameSessionCallable ( const TerminateGameSessionRequestT &  request) const
inline

A Callable wrapper for TerminateGameSession that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4332 of file GameLiftClient.h.

◆ UntagResource()

virtual Model::UntagResourceOutcome Aws::GameLift::GameLiftClient::UntagResource ( const Model::UntagResourceRequest request) const
virtual

Removes a tag assigned to a Amazon GameLift Servers resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

See Also:

AWS API Reference

◆ UntagResourceAsync()

template<typename UntagResourceRequestT = Model::UntagResourceRequest>
void Aws::GameLift::GameLiftClient::UntagResourceAsync ( const UntagResourceRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UntagResource that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4381 of file GameLiftClient.h.

◆ UntagResourceCallable()

template<typename UntagResourceRequestT = Model::UntagResourceRequest>
Model::UntagResourceOutcomeCallable Aws::GameLift::GameLiftClient::UntagResourceCallable ( const UntagResourceRequestT &  request) const
inline

A Callable wrapper for UntagResource that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4372 of file GameLiftClient.h.

◆ UpdateAlias()

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

Updates properties for an alias. Specify the unique identifier of the alias to be updated and the new property values. When reassigning an alias to a new fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Related actions

All APIs by task

See Also:

AWS API Reference

◆ UpdateAliasAsync()

template<typename UpdateAliasRequestT = Model::UpdateAliasRequest>
void Aws::GameLift::GameLiftClient::UpdateAliasAsync ( const UpdateAliasRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateAlias that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4411 of file GameLiftClient.h.

◆ UpdateAliasCallable()

template<typename UpdateAliasRequestT = Model::UpdateAliasRequest>
Model::UpdateAliasOutcomeCallable Aws::GameLift::GameLiftClient::UpdateAliasCallable ( const UpdateAliasRequestT &  request) const
inline

A Callable wrapper for UpdateAlias that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4402 of file GameLiftClient.h.

◆ UpdateBuild()

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

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Upload a Custom Server Build

All APIs by task

See Also:

AWS API Reference

◆ UpdateBuildAsync()

template<typename UpdateBuildRequestT = Model::UpdateBuildRequest>
void Aws::GameLift::GameLiftClient::UpdateBuildAsync ( const UpdateBuildRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateBuild that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4443 of file GameLiftClient.h.

◆ UpdateBuildCallable()

template<typename UpdateBuildRequestT = Model::UpdateBuildRequest>
Model::UpdateBuildOutcomeCallable Aws::GameLift::GameLiftClient::UpdateBuildCallable ( const UpdateBuildRequestT &  request) const
inline

A Callable wrapper for UpdateBuild that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4434 of file GameLiftClient.h.

◆ UpdateContainerFleet()

virtual Model::UpdateContainerFleetOutcome Aws::GameLift::GameLiftClient::UpdateContainerFleet ( const Model::UpdateContainerFleetRequest request) const
virtual

Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html.

Request options

As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions.

  • Update fleet properties that result in a fleet deployment. Include only those properties that you want to change. Specify deployment configuration settings.

  • Update fleet properties that don't result in a fleet deployment. Include only those properties that you want to change.

Changes to the following properties initiate a fleet deployment:

  • GameServerContainerGroupDefinition

  • PerInstanceContainerGroupDefinition

  • GameServerContainerGroupsPerInstance

  • InstanceInboundPermissions

  • InstanceConnectionPortRange

  • LogConfiguration

Results

If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE.

You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.

See Also:

AWS API Reference

◆ UpdateContainerFleetAsync()

template<typename UpdateContainerFleetRequestT = Model::UpdateContainerFleetRequest>
void Aws::GameLift::GameLiftClient::UpdateContainerFleetAsync ( const UpdateContainerFleetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4494 of file GameLiftClient.h.

◆ UpdateContainerFleetCallable()

template<typename UpdateContainerFleetRequestT = Model::UpdateContainerFleetRequest>
Model::UpdateContainerFleetOutcomeCallable Aws::GameLift::GameLiftClient::UpdateContainerFleetCallable ( const UpdateContainerFleetRequestT &  request) const
inline

A Callable wrapper for UpdateContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4485 of file GameLiftClient.h.

◆ UpdateContainerGroupDefinition()

virtual Model::UpdateContainerGroupDefinitionOutcome Aws::GameLift::GameLiftClient::UpdateContainerGroupDefinition ( const Model::UpdateContainerGroupDefinitionRequest request) const
virtual

Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain.

The only property you can't update is the container group type.

Request options:

  • Update based on the latest version of the container group definition. Specify the container group definition name only, or use an ARN value without a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the latest version.

  • Update based on a specific version of the container group definition. Specify the container group definition name and a source version number, or use an ARN value with a version number. Provide updated values for the properties that you want to change only. All other values remain the same as the source version.

  • Change a game server container definition. Provide the updated container definition.

  • Add or change a support container definition. Provide a complete set of container definitions, including the updated definition.

  • Remove a support container definition. Provide a complete set of container definitions, excluding the definition to remove. If the container group has only one support container definition, provide an empty set.

Results:

If successful, this operation returns the complete properties of the new container group definition version.

If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.

See Also:

AWS API Reference

◆ UpdateContainerGroupDefinitionAsync()

template<typename UpdateContainerGroupDefinitionRequestT = Model::UpdateContainerGroupDefinitionRequest>
void Aws::GameLift::GameLiftClient::UpdateContainerGroupDefinitionAsync ( const UpdateContainerGroupDefinitionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4544 of file GameLiftClient.h.

◆ UpdateContainerGroupDefinitionCallable()

template<typename UpdateContainerGroupDefinitionRequestT = Model::UpdateContainerGroupDefinitionRequest>
Model::UpdateContainerGroupDefinitionOutcomeCallable Aws::GameLift::GameLiftClient::UpdateContainerGroupDefinitionCallable ( const UpdateContainerGroupDefinitionRequestT &  request) const
inline

A Callable wrapper for UpdateContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4535 of file GameLiftClient.h.

◆ UpdateFleetAttributes()

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

Updates a fleet's mutable attributes, such as game session protection and resource creation limits.

To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, Amazon GameLift Servers returns the identifiers for the updated fleet.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ UpdateFleetAttributesAsync()

template<typename UpdateFleetAttributesRequestT = Model::UpdateFleetAttributesRequest>
void Aws::GameLift::GameLiftClient::UpdateFleetAttributesAsync ( const UpdateFleetAttributesRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateFleetAttributes that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4575 of file GameLiftClient.h.

◆ UpdateFleetAttributesCallable()

template<typename UpdateFleetAttributesRequestT = Model::UpdateFleetAttributesRequest>
Model::UpdateFleetAttributesOutcomeCallable Aws::GameLift::GameLiftClient::UpdateFleetAttributesCallable ( const UpdateFleetAttributesRequestT &  request) const
inline

A Callable wrapper for UpdateFleetAttributes that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4566 of file GameLiftClient.h.

◆ UpdateFleetCapacity()

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

Updates capacity settings for a managed EC2 fleet or managed container fleet. For these fleets, you adjust capacity by changing the number of instances in the fleet. Fleet capacity determines the number of game sessions and players that the fleet can host based on its configuration. For fleets with multiple locations, use this operation to manage capacity settings in each location individually.

Use this operation to set these fleet capacity properties:

  • Minimum/maximum size: Set hard limits on the number of Amazon EC2 instances allowed. If Amazon GameLift Servers receives a request–either through manual update or automatic scaling–it won't change the capacity to a value outside of this range.

  • Desired capacity: As an alternative to automatic scaling, manually set the number of Amazon EC2 instances to be maintained. Before changing a fleet's desired capacity, check the maximum capacity of the fleet's Amazon EC2 instance type by calling DescribeEC2InstanceLimits.

To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status.

To update capacity for a fleet's remote location, set the Location parameter to the location to update. The location must be in ACTIVE status.

If successful, Amazon GameLift Servers updates the capacity settings and returns the identifiers for the updated fleet and/or location. If a requested change to desired capacity exceeds the instance type's limit, the LimitExceeded exception occurs.

Updates often prompt an immediate change in fleet capacity, such as when current capacity is different than the new desired capacity or outside the new limits. In this scenario, Amazon GameLift Servers automatically initiates steps to add or remove instances in the fleet location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity.

Learn more

Scaling fleet capacity

See Also:

AWS API Reference

◆ UpdateFleetCapacityAsync()

template<typename UpdateFleetCapacityRequestT = Model::UpdateFleetCapacityRequest>
void Aws::GameLift::GameLiftClient::UpdateFleetCapacityAsync ( const UpdateFleetCapacityRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateFleetCapacity that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4632 of file GameLiftClient.h.

◆ UpdateFleetCapacityCallable()

template<typename UpdateFleetCapacityRequestT = Model::UpdateFleetCapacityRequest>
Model::UpdateFleetCapacityOutcomeCallable Aws::GameLift::GameLiftClient::UpdateFleetCapacityCallable ( const UpdateFleetCapacityRequestT &  request) const
inline

A Callable wrapper for UpdateFleetCapacity that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4623 of file GameLiftClient.h.

◆ UpdateFleetPortSettings()

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

Updates permissions that allow inbound traffic to connect to game sessions in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ UpdateFleetPortSettingsAsync()

template<typename UpdateFleetPortSettingsRequestT = Model::UpdateFleetPortSettingsRequest>
void Aws::GameLift::GameLiftClient::UpdateFleetPortSettingsAsync ( const UpdateFleetPortSettingsRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateFleetPortSettings that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4669 of file GameLiftClient.h.

◆ UpdateFleetPortSettingsCallable()

template<typename UpdateFleetPortSettingsRequestT = Model::UpdateFleetPortSettingsRequest>
Model::UpdateFleetPortSettingsOutcomeCallable Aws::GameLift::GameLiftClient::UpdateFleetPortSettingsCallable ( const UpdateFleetPortSettingsRequestT &  request) const
inline

A Callable wrapper for UpdateFleetPortSettings that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4660 of file GameLiftClient.h.

◆ UpdateGameServer()

virtual Model::UpdateGameServerOutcome Aws::GameLift::GameLiftClient::UpdateGameServer ( const Model::UpdateGameServerRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Updates information about a registered game server to help Amazon GameLift Servers FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

  • To update the game server's utilization status from AVAILABLE (when the game server is available to be claimed) to UTILIZED (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED to AVAILABLE .

  • To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.

  • To change game server metadata, provide updated game server data.

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ UpdateGameServerAsync()

template<typename UpdateGameServerRequestT = Model::UpdateGameServerRequest>
void Aws::GameLift::GameLiftClient::UpdateGameServerAsync ( const UpdateGameServerRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4715 of file GameLiftClient.h.

◆ UpdateGameServerCallable()

template<typename UpdateGameServerRequestT = Model::UpdateGameServerRequest>
Model::UpdateGameServerOutcomeCallable Aws::GameLift::GameLiftClient::UpdateGameServerCallable ( const UpdateGameServerRequestT &  request) const
inline

A Callable wrapper for UpdateGameServer that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4706 of file GameLiftClient.h.

◆ UpdateGameServerGroup()

virtual Model::UpdateGameServerGroupOutcome Aws::GameLift::GameLiftClient::UpdateGameServerGroup ( const Model::UpdateGameServerGroupRequest request) const
virtual

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Updates Amazon GameLift Servers FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift Servers FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

Learn more

Amazon GameLift Servers FleetIQ Guide

See Also:

AWS API Reference

◆ UpdateGameServerGroupAsync()

template<typename UpdateGameServerGroupRequestT = Model::UpdateGameServerGroupRequest>
void Aws::GameLift::GameLiftClient::UpdateGameServerGroupAsync ( const UpdateGameServerGroupRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4751 of file GameLiftClient.h.

◆ UpdateGameServerGroupCallable()

template<typename UpdateGameServerGroupRequestT = Model::UpdateGameServerGroupRequest>
Model::UpdateGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::UpdateGameServerGroupCallable ( const UpdateGameServerGroupRequestT &  request) const
inline

A Callable wrapper for UpdateGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4742 of file GameLiftClient.h.

◆ UpdateGameSession()

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

Updates the mutable properties of a game session.

To update a game session, specify the game session ID and the values you want to change.

If successful, the updated GameSession object is returned.

All APIs by task

See Also:

AWS API Reference

◆ UpdateGameSessionAsync()

template<typename UpdateGameSessionRequestT = Model::UpdateGameSessionRequest>
void Aws::GameLift::GameLiftClient::UpdateGameSessionAsync ( const UpdateGameSessionRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateGameSession that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4781 of file GameLiftClient.h.

◆ UpdateGameSessionCallable()

template<typename UpdateGameSessionRequestT = Model::UpdateGameSessionRequest>
Model::UpdateGameSessionOutcomeCallable Aws::GameLift::GameLiftClient::UpdateGameSessionCallable ( const UpdateGameSessionRequestT &  request) const
inline

A Callable wrapper for UpdateGameSession that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4772 of file GameLiftClient.h.

◆ UpdateGameSessionQueue()

virtual Model::UpdateGameSessionQueueOutcome Aws::GameLift::GameLiftClient::UpdateGameSessionQueue ( const Model::UpdateGameSessionQueueRequest request) const
virtual

Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Learn more

Using Multi-Region Queues

See Also:

AWS API Reference

◆ UpdateGameSessionQueueAsync()

template<typename UpdateGameSessionQueueRequestT = Model::UpdateGameSessionQueueRequest>
void Aws::GameLift::GameLiftClient::UpdateGameSessionQueueAsync ( const UpdateGameSessionQueueRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateGameSessionQueue that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4811 of file GameLiftClient.h.

◆ UpdateGameSessionQueueCallable()

template<typename UpdateGameSessionQueueRequestT = Model::UpdateGameSessionQueueRequest>
Model::UpdateGameSessionQueueOutcomeCallable Aws::GameLift::GameLiftClient::UpdateGameSessionQueueCallable ( const UpdateGameSessionQueueRequestT &  request) const
inline

A Callable wrapper for UpdateGameSessionQueue that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4802 of file GameLiftClient.h.

◆ UpdateMatchmakingConfiguration()

virtual Model::UpdateMatchmakingConfigurationOutcome Aws::GameLift::GameLiftClient::UpdateMatchmakingConfiguration ( const Model::UpdateMatchmakingConfigurationRequest request) const
virtual

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch matchmaker

See Also:

AWS API Reference

◆ UpdateMatchmakingConfigurationAsync()

template<typename UpdateMatchmakingConfigurationRequestT = Model::UpdateMatchmakingConfigurationRequest>
void Aws::GameLift::GameLiftClient::UpdateMatchmakingConfigurationAsync ( const UpdateMatchmakingConfigurationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateMatchmakingConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4841 of file GameLiftClient.h.

◆ UpdateMatchmakingConfigurationCallable()

template<typename UpdateMatchmakingConfigurationRequestT = Model::UpdateMatchmakingConfigurationRequest>
Model::UpdateMatchmakingConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::UpdateMatchmakingConfigurationCallable ( const UpdateMatchmakingConfigurationRequestT &  request) const
inline

A Callable wrapper for UpdateMatchmakingConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4832 of file GameLiftClient.h.

◆ UpdateRuntimeConfiguration()

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

Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift Servers how to launch server processes on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status.

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

If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.

Learn more

Setting up Amazon GameLift Servers fleets

See Also:

AWS API Reference

◆ UpdateRuntimeConfigurationAsync()

template<typename UpdateRuntimeConfigurationRequestT = Model::UpdateRuntimeConfigurationRequest>
void Aws::GameLift::GameLiftClient::UpdateRuntimeConfigurationAsync ( const UpdateRuntimeConfigurationRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateRuntimeConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4880 of file GameLiftClient.h.

◆ UpdateRuntimeConfigurationCallable()

template<typename UpdateRuntimeConfigurationRequestT = Model::UpdateRuntimeConfigurationRequest>
Model::UpdateRuntimeConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::UpdateRuntimeConfigurationCallable ( const UpdateRuntimeConfigurationRequestT &  request) const
inline

A Callable wrapper for UpdateRuntimeConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4871 of file GameLiftClient.h.

◆ UpdateScript()

virtual Model::UpdateScriptOutcome Aws::GameLift::GameLiftClient::UpdateScript ( const Model::UpdateScriptRequest request) const
virtual

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift Servers service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Servers Amazon GameLift Servers Realtime

Related actions

All APIs by task

See Also:

AWS API Reference

◆ UpdateScriptAsync()

template<typename UpdateScriptRequestT = Model::UpdateScriptRequest>
void Aws::GameLift::GameLiftClient::UpdateScriptAsync ( const UpdateScriptRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for UpdateScript that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4919 of file GameLiftClient.h.

◆ UpdateScriptCallable()

template<typename UpdateScriptRequestT = Model::UpdateScriptRequest>
Model::UpdateScriptOutcomeCallable Aws::GameLift::GameLiftClient::UpdateScriptCallable ( const UpdateScriptRequestT &  request) const
inline

A Callable wrapper for UpdateScript that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4910 of file GameLiftClient.h.

◆ ValidateMatchmakingRuleSet()

virtual Model::ValidateMatchmakingRuleSetOutcome Aws::GameLift::GameLiftClient::ValidateMatchmakingRuleSet ( const Model::ValidateMatchmakingRuleSetRequest request) const
virtual

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

See Also:

AWS API Reference

◆ ValidateMatchmakingRuleSetAsync()

template<typename ValidateMatchmakingRuleSetRequestT = Model::ValidateMatchmakingRuleSetRequest>
void Aws::GameLift::GameLiftClient::ValidateMatchmakingRuleSetAsync ( const ValidateMatchmakingRuleSetRequestT &  request,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
inline

An Async wrapper for ValidateMatchmakingRuleSet that queues the request into a thread executor and triggers associated callback when operation has finished.

Definition at line 4949 of file GameLiftClient.h.

◆ ValidateMatchmakingRuleSetCallable()

template<typename ValidateMatchmakingRuleSetRequestT = Model::ValidateMatchmakingRuleSetRequest>
Model::ValidateMatchmakingRuleSetOutcomeCallable Aws::GameLift::GameLiftClient::ValidateMatchmakingRuleSetCallable ( const ValidateMatchmakingRuleSetRequestT &  request) const
inline

A Callable wrapper for ValidateMatchmakingRuleSet that returns a future to the operation so that it can be executed in parallel to other requests.

Definition at line 4940 of file GameLiftClient.h.

Friends And Related Symbol Documentation

◆ Aws::Client::ClientWithAsyncTemplateMethods< GameLiftClient >

Definition at line 4956 of file GameLiftClient.h.


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