AWS SDK for C++AWS SDK for C++ Version 1.11.617 |
#include <GameLiftClient.h>
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.
Amazon GameLift Servers managed hosting – Amazon GameLift Servers offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.
Managed hosting with Amazon GameLift Servers Realtime – With Amazon GameLift Servers Amazon GameLift Servers Realtime, you can quickly configure and set up ready-to-go game servers for your game. Amazon GameLift Servers Realtime provides a game server framework with core Amazon GameLift Servers infrastructure already built in. Then use the full range of Amazon GameLift Servers managed hosting features, including FlexMatch, for your game.
Amazon GameLift Servers FleetIQ – Use Amazon GameLift Servers FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. Amazon GameLift Servers FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the Amazon GameLift Servers FleetIQ and FlexMatch standalone services.
Amazon GameLift Servers FlexMatch – Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with Amazon GameLift Servers managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift 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.
Definition at line 62 of file GameLiftClient.h.
Definition at line 66 of file GameLiftClient.h.
Definition at line 67 of file GameLiftClient.h.
Aws::GameLift::GameLiftClientConfiguration()
,
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.
nullptr
,
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.
nullptr
,
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
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.
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.
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
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)
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
Create a Build with Files in Amazon S3
nullptr
,
{}
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.
{}
)
const
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.
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.
nullptr
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.
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.
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.
nullptr
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.
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.
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
nullptr
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.
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.
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
Amazon GameLift Servers service locations for managed hosting.
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
nullptr
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.
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.
nullptr
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.
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.
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
Set up FlexMatch event notification
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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.
nullptr
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.
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.
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.
nullptr
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.
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.
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.
nullptr
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.
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.
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
nullptr
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.
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.
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.
nullptr
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.
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.
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
Related actions
nullptr
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.
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.
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
nullptr
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.
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.
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
nullptr
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.
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.
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.
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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.
nullptr
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.
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.
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.
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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.
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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.
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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
Related actions
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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
nullptr
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.
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.
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.
nullptr
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.
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.
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
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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.
nullptr
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.
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.
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
Server SDK reference guides (for version 5.x)
nullptr
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.
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.
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.
nullptr
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.
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.
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
Related actions
nullptr
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.
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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
nullptr
,
{}
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.
{}
)
const
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.
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
.
nullptr
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.
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.
{}
)
const
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.
nullptr
,
{}
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.
{}
)
const
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.
{}
)
const
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.
nullptr
,
{}
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.
{}
)
const
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.
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