AWS SDK for C++  1.9.14
AWS SDK for C++
Public Types | Public Member Functions | List of all members
Aws::GameLift::GameLiftClient Class Reference

#include <GameLiftClient.h>

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

Public Types

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

Public Member Functions

 GameLiftClient (const Aws::Client::ClientConfiguration &clientConfiguration=Aws::Client::ClientConfiguration())
 
 GameLiftClient (const Aws::Auth::AWSCredentials &credentials, const Aws::Client::ClientConfiguration &clientConfiguration=Aws::Client::ClientConfiguration())
 
 GameLiftClient (const std::shared_ptr< Aws::Auth::AWSCredentialsProvider > &credentialsProvider, const Aws::Client::ClientConfiguration &clientConfiguration=Aws::Client::ClientConfiguration())
 
virtual ~GameLiftClient ()
 
virtual Model::AcceptMatchOutcome AcceptMatch (const Model::AcceptMatchRequest &request) const
 
virtual Model::AcceptMatchOutcomeCallable AcceptMatchCallable (const Model::AcceptMatchRequest &request) const
 
virtual void AcceptMatchAsync (const Model::AcceptMatchRequest &request, const AcceptMatchResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ClaimGameServerOutcome ClaimGameServer (const Model::ClaimGameServerRequest &request) const
 
virtual Model::ClaimGameServerOutcomeCallable ClaimGameServerCallable (const Model::ClaimGameServerRequest &request) const
 
virtual void ClaimGameServerAsync (const Model::ClaimGameServerRequest &request, const ClaimGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateAliasOutcome CreateAlias (const Model::CreateAliasRequest &request) const
 
virtual Model::CreateAliasOutcomeCallable CreateAliasCallable (const Model::CreateAliasRequest &request) const
 
virtual void CreateAliasAsync (const Model::CreateAliasRequest &request, const CreateAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateBuildOutcome CreateBuild (const Model::CreateBuildRequest &request) const
 
virtual Model::CreateBuildOutcomeCallable CreateBuildCallable (const Model::CreateBuildRequest &request) const
 
virtual void CreateBuildAsync (const Model::CreateBuildRequest &request, const CreateBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateFleetOutcome CreateFleet (const Model::CreateFleetRequest &request) const
 
virtual Model::CreateFleetOutcomeCallable CreateFleetCallable (const Model::CreateFleetRequest &request) const
 
virtual void CreateFleetAsync (const Model::CreateFleetRequest &request, const CreateFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateFleetLocationsOutcome CreateFleetLocations (const Model::CreateFleetLocationsRequest &request) const
 
virtual Model::CreateFleetLocationsOutcomeCallable CreateFleetLocationsCallable (const Model::CreateFleetLocationsRequest &request) const
 
virtual void CreateFleetLocationsAsync (const Model::CreateFleetLocationsRequest &request, const CreateFleetLocationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateGameServerGroupOutcome CreateGameServerGroup (const Model::CreateGameServerGroupRequest &request) const
 
virtual Model::CreateGameServerGroupOutcomeCallable CreateGameServerGroupCallable (const Model::CreateGameServerGroupRequest &request) const
 
virtual void CreateGameServerGroupAsync (const Model::CreateGameServerGroupRequest &request, const CreateGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateGameSessionOutcome CreateGameSession (const Model::CreateGameSessionRequest &request) const
 
virtual Model::CreateGameSessionOutcomeCallable CreateGameSessionCallable (const Model::CreateGameSessionRequest &request) const
 
virtual void CreateGameSessionAsync (const Model::CreateGameSessionRequest &request, const CreateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateGameSessionQueueOutcome CreateGameSessionQueue (const Model::CreateGameSessionQueueRequest &request) const
 
virtual Model::CreateGameSessionQueueOutcomeCallable CreateGameSessionQueueCallable (const Model::CreateGameSessionQueueRequest &request) const
 
virtual void CreateGameSessionQueueAsync (const Model::CreateGameSessionQueueRequest &request, const CreateGameSessionQueueResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateMatchmakingConfigurationOutcome CreateMatchmakingConfiguration (const Model::CreateMatchmakingConfigurationRequest &request) const
 
virtual Model::CreateMatchmakingConfigurationOutcomeCallable CreateMatchmakingConfigurationCallable (const Model::CreateMatchmakingConfigurationRequest &request) const
 
virtual void CreateMatchmakingConfigurationAsync (const Model::CreateMatchmakingConfigurationRequest &request, const CreateMatchmakingConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateMatchmakingRuleSetOutcome CreateMatchmakingRuleSet (const Model::CreateMatchmakingRuleSetRequest &request) const
 
virtual Model::CreateMatchmakingRuleSetOutcomeCallable CreateMatchmakingRuleSetCallable (const Model::CreateMatchmakingRuleSetRequest &request) const
 
virtual void CreateMatchmakingRuleSetAsync (const Model::CreateMatchmakingRuleSetRequest &request, const CreateMatchmakingRuleSetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreatePlayerSessionOutcome CreatePlayerSession (const Model::CreatePlayerSessionRequest &request) const
 
virtual Model::CreatePlayerSessionOutcomeCallable CreatePlayerSessionCallable (const Model::CreatePlayerSessionRequest &request) const
 
virtual void CreatePlayerSessionAsync (const Model::CreatePlayerSessionRequest &request, const CreatePlayerSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreatePlayerSessionsOutcome CreatePlayerSessions (const Model::CreatePlayerSessionsRequest &request) const
 
virtual Model::CreatePlayerSessionsOutcomeCallable CreatePlayerSessionsCallable (const Model::CreatePlayerSessionsRequest &request) const
 
virtual void CreatePlayerSessionsAsync (const Model::CreatePlayerSessionsRequest &request, const CreatePlayerSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateScriptOutcome CreateScript (const Model::CreateScriptRequest &request) const
 
virtual Model::CreateScriptOutcomeCallable CreateScriptCallable (const Model::CreateScriptRequest &request) const
 
virtual void CreateScriptAsync (const Model::CreateScriptRequest &request, const CreateScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateVpcPeeringAuthorizationOutcome CreateVpcPeeringAuthorization (const Model::CreateVpcPeeringAuthorizationRequest &request) const
 
virtual Model::CreateVpcPeeringAuthorizationOutcomeCallable CreateVpcPeeringAuthorizationCallable (const Model::CreateVpcPeeringAuthorizationRequest &request) const
 
virtual void CreateVpcPeeringAuthorizationAsync (const Model::CreateVpcPeeringAuthorizationRequest &request, const CreateVpcPeeringAuthorizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::CreateVpcPeeringConnectionOutcome CreateVpcPeeringConnection (const Model::CreateVpcPeeringConnectionRequest &request) const
 
virtual Model::CreateVpcPeeringConnectionOutcomeCallable CreateVpcPeeringConnectionCallable (const Model::CreateVpcPeeringConnectionRequest &request) const
 
virtual void CreateVpcPeeringConnectionAsync (const Model::CreateVpcPeeringConnectionRequest &request, const CreateVpcPeeringConnectionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteAliasOutcome DeleteAlias (const Model::DeleteAliasRequest &request) const
 
virtual Model::DeleteAliasOutcomeCallable DeleteAliasCallable (const Model::DeleteAliasRequest &request) const
 
virtual void DeleteAliasAsync (const Model::DeleteAliasRequest &request, const DeleteAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteBuildOutcome DeleteBuild (const Model::DeleteBuildRequest &request) const
 
virtual Model::DeleteBuildOutcomeCallable DeleteBuildCallable (const Model::DeleteBuildRequest &request) const
 
virtual void DeleteBuildAsync (const Model::DeleteBuildRequest &request, const DeleteBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteFleetOutcome DeleteFleet (const Model::DeleteFleetRequest &request) const
 
virtual Model::DeleteFleetOutcomeCallable DeleteFleetCallable (const Model::DeleteFleetRequest &request) const
 
virtual void DeleteFleetAsync (const Model::DeleteFleetRequest &request, const DeleteFleetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteFleetLocationsOutcome DeleteFleetLocations (const Model::DeleteFleetLocationsRequest &request) const
 
virtual Model::DeleteFleetLocationsOutcomeCallable DeleteFleetLocationsCallable (const Model::DeleteFleetLocationsRequest &request) const
 
virtual void DeleteFleetLocationsAsync (const Model::DeleteFleetLocationsRequest &request, const DeleteFleetLocationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteGameServerGroupOutcome DeleteGameServerGroup (const Model::DeleteGameServerGroupRequest &request) const
 
virtual Model::DeleteGameServerGroupOutcomeCallable DeleteGameServerGroupCallable (const Model::DeleteGameServerGroupRequest &request) const
 
virtual void DeleteGameServerGroupAsync (const Model::DeleteGameServerGroupRequest &request, const DeleteGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteGameSessionQueueOutcome DeleteGameSessionQueue (const Model::DeleteGameSessionQueueRequest &request) const
 
virtual Model::DeleteGameSessionQueueOutcomeCallable DeleteGameSessionQueueCallable (const Model::DeleteGameSessionQueueRequest &request) const
 
virtual void DeleteGameSessionQueueAsync (const Model::DeleteGameSessionQueueRequest &request, const DeleteGameSessionQueueResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteMatchmakingConfigurationOutcome DeleteMatchmakingConfiguration (const Model::DeleteMatchmakingConfigurationRequest &request) const
 
virtual Model::DeleteMatchmakingConfigurationOutcomeCallable DeleteMatchmakingConfigurationCallable (const Model::DeleteMatchmakingConfigurationRequest &request) const
 
virtual void DeleteMatchmakingConfigurationAsync (const Model::DeleteMatchmakingConfigurationRequest &request, const DeleteMatchmakingConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteMatchmakingRuleSetOutcome DeleteMatchmakingRuleSet (const Model::DeleteMatchmakingRuleSetRequest &request) const
 
virtual Model::DeleteMatchmakingRuleSetOutcomeCallable DeleteMatchmakingRuleSetCallable (const Model::DeleteMatchmakingRuleSetRequest &request) const
 
virtual void DeleteMatchmakingRuleSetAsync (const Model::DeleteMatchmakingRuleSetRequest &request, const DeleteMatchmakingRuleSetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteScalingPolicyOutcome DeleteScalingPolicy (const Model::DeleteScalingPolicyRequest &request) const
 
virtual Model::DeleteScalingPolicyOutcomeCallable DeleteScalingPolicyCallable (const Model::DeleteScalingPolicyRequest &request) const
 
virtual void DeleteScalingPolicyAsync (const Model::DeleteScalingPolicyRequest &request, const DeleteScalingPolicyResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteScriptOutcome DeleteScript (const Model::DeleteScriptRequest &request) const
 
virtual Model::DeleteScriptOutcomeCallable DeleteScriptCallable (const Model::DeleteScriptRequest &request) const
 
virtual void DeleteScriptAsync (const Model::DeleteScriptRequest &request, const DeleteScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteVpcPeeringAuthorizationOutcome DeleteVpcPeeringAuthorization (const Model::DeleteVpcPeeringAuthorizationRequest &request) const
 
virtual Model::DeleteVpcPeeringAuthorizationOutcomeCallable DeleteVpcPeeringAuthorizationCallable (const Model::DeleteVpcPeeringAuthorizationRequest &request) const
 
virtual void DeleteVpcPeeringAuthorizationAsync (const Model::DeleteVpcPeeringAuthorizationRequest &request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeleteVpcPeeringConnectionOutcome DeleteVpcPeeringConnection (const Model::DeleteVpcPeeringConnectionRequest &request) const
 
virtual Model::DeleteVpcPeeringConnectionOutcomeCallable DeleteVpcPeeringConnectionCallable (const Model::DeleteVpcPeeringConnectionRequest &request) const
 
virtual void DeleteVpcPeeringConnectionAsync (const Model::DeleteVpcPeeringConnectionRequest &request, const DeleteVpcPeeringConnectionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DeregisterGameServerOutcome DeregisterGameServer (const Model::DeregisterGameServerRequest &request) const
 
virtual Model::DeregisterGameServerOutcomeCallable DeregisterGameServerCallable (const Model::DeregisterGameServerRequest &request) const
 
virtual void DeregisterGameServerAsync (const Model::DeregisterGameServerRequest &request, const DeregisterGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeAliasOutcome DescribeAlias (const Model::DescribeAliasRequest &request) const
 
virtual Model::DescribeAliasOutcomeCallable DescribeAliasCallable (const Model::DescribeAliasRequest &request) const
 
virtual void DescribeAliasAsync (const Model::DescribeAliasRequest &request, const DescribeAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeBuildOutcome DescribeBuild (const Model::DescribeBuildRequest &request) const
 
virtual Model::DescribeBuildOutcomeCallable DescribeBuildCallable (const Model::DescribeBuildRequest &request) const
 
virtual void DescribeBuildAsync (const Model::DescribeBuildRequest &request, const DescribeBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeEC2InstanceLimitsOutcome DescribeEC2InstanceLimits (const Model::DescribeEC2InstanceLimitsRequest &request) const
 
virtual Model::DescribeEC2InstanceLimitsOutcomeCallable DescribeEC2InstanceLimitsCallable (const Model::DescribeEC2InstanceLimitsRequest &request) const
 
virtual void DescribeEC2InstanceLimitsAsync (const Model::DescribeEC2InstanceLimitsRequest &request, const DescribeEC2InstanceLimitsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetAttributesOutcome DescribeFleetAttributes (const Model::DescribeFleetAttributesRequest &request) const
 
virtual Model::DescribeFleetAttributesOutcomeCallable DescribeFleetAttributesCallable (const Model::DescribeFleetAttributesRequest &request) const
 
virtual void DescribeFleetAttributesAsync (const Model::DescribeFleetAttributesRequest &request, const DescribeFleetAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetCapacityOutcome DescribeFleetCapacity (const Model::DescribeFleetCapacityRequest &request) const
 
virtual Model::DescribeFleetCapacityOutcomeCallable DescribeFleetCapacityCallable (const Model::DescribeFleetCapacityRequest &request) const
 
virtual void DescribeFleetCapacityAsync (const Model::DescribeFleetCapacityRequest &request, const DescribeFleetCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetEventsOutcome DescribeFleetEvents (const Model::DescribeFleetEventsRequest &request) const
 
virtual Model::DescribeFleetEventsOutcomeCallable DescribeFleetEventsCallable (const Model::DescribeFleetEventsRequest &request) const
 
virtual void DescribeFleetEventsAsync (const Model::DescribeFleetEventsRequest &request, const DescribeFleetEventsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetLocationAttributesOutcome DescribeFleetLocationAttributes (const Model::DescribeFleetLocationAttributesRequest &request) const
 
virtual Model::DescribeFleetLocationAttributesOutcomeCallable DescribeFleetLocationAttributesCallable (const Model::DescribeFleetLocationAttributesRequest &request) const
 
virtual void DescribeFleetLocationAttributesAsync (const Model::DescribeFleetLocationAttributesRequest &request, const DescribeFleetLocationAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetLocationCapacityOutcome DescribeFleetLocationCapacity (const Model::DescribeFleetLocationCapacityRequest &request) const
 
virtual Model::DescribeFleetLocationCapacityOutcomeCallable DescribeFleetLocationCapacityCallable (const Model::DescribeFleetLocationCapacityRequest &request) const
 
virtual void DescribeFleetLocationCapacityAsync (const Model::DescribeFleetLocationCapacityRequest &request, const DescribeFleetLocationCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetLocationUtilizationOutcome DescribeFleetLocationUtilization (const Model::DescribeFleetLocationUtilizationRequest &request) const
 
virtual Model::DescribeFleetLocationUtilizationOutcomeCallable DescribeFleetLocationUtilizationCallable (const Model::DescribeFleetLocationUtilizationRequest &request) const
 
virtual void DescribeFleetLocationUtilizationAsync (const Model::DescribeFleetLocationUtilizationRequest &request, const DescribeFleetLocationUtilizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetPortSettingsOutcome DescribeFleetPortSettings (const Model::DescribeFleetPortSettingsRequest &request) const
 
virtual Model::DescribeFleetPortSettingsOutcomeCallable DescribeFleetPortSettingsCallable (const Model::DescribeFleetPortSettingsRequest &request) const
 
virtual void DescribeFleetPortSettingsAsync (const Model::DescribeFleetPortSettingsRequest &request, const DescribeFleetPortSettingsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeFleetUtilizationOutcome DescribeFleetUtilization (const Model::DescribeFleetUtilizationRequest &request) const
 
virtual Model::DescribeFleetUtilizationOutcomeCallable DescribeFleetUtilizationCallable (const Model::DescribeFleetUtilizationRequest &request) const
 
virtual void DescribeFleetUtilizationAsync (const Model::DescribeFleetUtilizationRequest &request, const DescribeFleetUtilizationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameServerOutcome DescribeGameServer (const Model::DescribeGameServerRequest &request) const
 
virtual Model::DescribeGameServerOutcomeCallable DescribeGameServerCallable (const Model::DescribeGameServerRequest &request) const
 
virtual void DescribeGameServerAsync (const Model::DescribeGameServerRequest &request, const DescribeGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameServerGroupOutcome DescribeGameServerGroup (const Model::DescribeGameServerGroupRequest &request) const
 
virtual Model::DescribeGameServerGroupOutcomeCallable DescribeGameServerGroupCallable (const Model::DescribeGameServerGroupRequest &request) const
 
virtual void DescribeGameServerGroupAsync (const Model::DescribeGameServerGroupRequest &request, const DescribeGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameServerInstancesOutcome DescribeGameServerInstances (const Model::DescribeGameServerInstancesRequest &request) const
 
virtual Model::DescribeGameServerInstancesOutcomeCallable DescribeGameServerInstancesCallable (const Model::DescribeGameServerInstancesRequest &request) const
 
virtual void DescribeGameServerInstancesAsync (const Model::DescribeGameServerInstancesRequest &request, const DescribeGameServerInstancesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameSessionDetailsOutcome DescribeGameSessionDetails (const Model::DescribeGameSessionDetailsRequest &request) const
 
virtual Model::DescribeGameSessionDetailsOutcomeCallable DescribeGameSessionDetailsCallable (const Model::DescribeGameSessionDetailsRequest &request) const
 
virtual void DescribeGameSessionDetailsAsync (const Model::DescribeGameSessionDetailsRequest &request, const DescribeGameSessionDetailsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameSessionPlacementOutcome DescribeGameSessionPlacement (const Model::DescribeGameSessionPlacementRequest &request) const
 
virtual Model::DescribeGameSessionPlacementOutcomeCallable DescribeGameSessionPlacementCallable (const Model::DescribeGameSessionPlacementRequest &request) const
 
virtual void DescribeGameSessionPlacementAsync (const Model::DescribeGameSessionPlacementRequest &request, const DescribeGameSessionPlacementResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameSessionQueuesOutcome DescribeGameSessionQueues (const Model::DescribeGameSessionQueuesRequest &request) const
 
virtual Model::DescribeGameSessionQueuesOutcomeCallable DescribeGameSessionQueuesCallable (const Model::DescribeGameSessionQueuesRequest &request) const
 
virtual void DescribeGameSessionQueuesAsync (const Model::DescribeGameSessionQueuesRequest &request, const DescribeGameSessionQueuesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeGameSessionsOutcome DescribeGameSessions (const Model::DescribeGameSessionsRequest &request) const
 
virtual Model::DescribeGameSessionsOutcomeCallable DescribeGameSessionsCallable (const Model::DescribeGameSessionsRequest &request) const
 
virtual void DescribeGameSessionsAsync (const Model::DescribeGameSessionsRequest &request, const DescribeGameSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeInstancesOutcome DescribeInstances (const Model::DescribeInstancesRequest &request) const
 
virtual Model::DescribeInstancesOutcomeCallable DescribeInstancesCallable (const Model::DescribeInstancesRequest &request) const
 
virtual void DescribeInstancesAsync (const Model::DescribeInstancesRequest &request, const DescribeInstancesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeMatchmakingOutcome DescribeMatchmaking (const Model::DescribeMatchmakingRequest &request) const
 
virtual Model::DescribeMatchmakingOutcomeCallable DescribeMatchmakingCallable (const Model::DescribeMatchmakingRequest &request) const
 
virtual void DescribeMatchmakingAsync (const Model::DescribeMatchmakingRequest &request, const DescribeMatchmakingResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeMatchmakingConfigurationsOutcome DescribeMatchmakingConfigurations (const Model::DescribeMatchmakingConfigurationsRequest &request) const
 
virtual Model::DescribeMatchmakingConfigurationsOutcomeCallable DescribeMatchmakingConfigurationsCallable (const Model::DescribeMatchmakingConfigurationsRequest &request) const
 
virtual void DescribeMatchmakingConfigurationsAsync (const Model::DescribeMatchmakingConfigurationsRequest &request, const DescribeMatchmakingConfigurationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeMatchmakingRuleSetsOutcome DescribeMatchmakingRuleSets (const Model::DescribeMatchmakingRuleSetsRequest &request) const
 
virtual Model::DescribeMatchmakingRuleSetsOutcomeCallable DescribeMatchmakingRuleSetsCallable (const Model::DescribeMatchmakingRuleSetsRequest &request) const
 
virtual void DescribeMatchmakingRuleSetsAsync (const Model::DescribeMatchmakingRuleSetsRequest &request, const DescribeMatchmakingRuleSetsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribePlayerSessionsOutcome DescribePlayerSessions (const Model::DescribePlayerSessionsRequest &request) const
 
virtual Model::DescribePlayerSessionsOutcomeCallable DescribePlayerSessionsCallable (const Model::DescribePlayerSessionsRequest &request) const
 
virtual void DescribePlayerSessionsAsync (const Model::DescribePlayerSessionsRequest &request, const DescribePlayerSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeRuntimeConfigurationOutcome DescribeRuntimeConfiguration (const Model::DescribeRuntimeConfigurationRequest &request) const
 
virtual Model::DescribeRuntimeConfigurationOutcomeCallable DescribeRuntimeConfigurationCallable (const Model::DescribeRuntimeConfigurationRequest &request) const
 
virtual void DescribeRuntimeConfigurationAsync (const Model::DescribeRuntimeConfigurationRequest &request, const DescribeRuntimeConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeScalingPoliciesOutcome DescribeScalingPolicies (const Model::DescribeScalingPoliciesRequest &request) const
 
virtual Model::DescribeScalingPoliciesOutcomeCallable DescribeScalingPoliciesCallable (const Model::DescribeScalingPoliciesRequest &request) const
 
virtual void DescribeScalingPoliciesAsync (const Model::DescribeScalingPoliciesRequest &request, const DescribeScalingPoliciesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeScriptOutcome DescribeScript (const Model::DescribeScriptRequest &request) const
 
virtual Model::DescribeScriptOutcomeCallable DescribeScriptCallable (const Model::DescribeScriptRequest &request) const
 
virtual void DescribeScriptAsync (const Model::DescribeScriptRequest &request, const DescribeScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeVpcPeeringAuthorizationsOutcome DescribeVpcPeeringAuthorizations (const Model::DescribeVpcPeeringAuthorizationsRequest &request) const
 
virtual Model::DescribeVpcPeeringAuthorizationsOutcomeCallable DescribeVpcPeeringAuthorizationsCallable (const Model::DescribeVpcPeeringAuthorizationsRequest &request) const
 
virtual void DescribeVpcPeeringAuthorizationsAsync (const Model::DescribeVpcPeeringAuthorizationsRequest &request, const DescribeVpcPeeringAuthorizationsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::DescribeVpcPeeringConnectionsOutcome DescribeVpcPeeringConnections (const Model::DescribeVpcPeeringConnectionsRequest &request) const
 
virtual Model::DescribeVpcPeeringConnectionsOutcomeCallable DescribeVpcPeeringConnectionsCallable (const Model::DescribeVpcPeeringConnectionsRequest &request) const
 
virtual void DescribeVpcPeeringConnectionsAsync (const Model::DescribeVpcPeeringConnectionsRequest &request, const DescribeVpcPeeringConnectionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::GetGameSessionLogUrlOutcome GetGameSessionLogUrl (const Model::GetGameSessionLogUrlRequest &request) const
 
virtual Model::GetGameSessionLogUrlOutcomeCallable GetGameSessionLogUrlCallable (const Model::GetGameSessionLogUrlRequest &request) const
 
virtual void GetGameSessionLogUrlAsync (const Model::GetGameSessionLogUrlRequest &request, const GetGameSessionLogUrlResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::GetInstanceAccessOutcome GetInstanceAccess (const Model::GetInstanceAccessRequest &request) const
 
virtual Model::GetInstanceAccessOutcomeCallable GetInstanceAccessCallable (const Model::GetInstanceAccessRequest &request) const
 
virtual void GetInstanceAccessAsync (const Model::GetInstanceAccessRequest &request, const GetInstanceAccessResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListAliasesOutcome ListAliases (const Model::ListAliasesRequest &request) const
 
virtual Model::ListAliasesOutcomeCallable ListAliasesCallable (const Model::ListAliasesRequest &request) const
 
virtual void ListAliasesAsync (const Model::ListAliasesRequest &request, const ListAliasesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListBuildsOutcome ListBuilds (const Model::ListBuildsRequest &request) const
 
virtual Model::ListBuildsOutcomeCallable ListBuildsCallable (const Model::ListBuildsRequest &request) const
 
virtual void ListBuildsAsync (const Model::ListBuildsRequest &request, const ListBuildsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListFleetsOutcome ListFleets (const Model::ListFleetsRequest &request) const
 
virtual Model::ListFleetsOutcomeCallable ListFleetsCallable (const Model::ListFleetsRequest &request) const
 
virtual void ListFleetsAsync (const Model::ListFleetsRequest &request, const ListFleetsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListGameServerGroupsOutcome ListGameServerGroups (const Model::ListGameServerGroupsRequest &request) const
 
virtual Model::ListGameServerGroupsOutcomeCallable ListGameServerGroupsCallable (const Model::ListGameServerGroupsRequest &request) const
 
virtual void ListGameServerGroupsAsync (const Model::ListGameServerGroupsRequest &request, const ListGameServerGroupsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListGameServersOutcome ListGameServers (const Model::ListGameServersRequest &request) const
 
virtual Model::ListGameServersOutcomeCallable ListGameServersCallable (const Model::ListGameServersRequest &request) const
 
virtual void ListGameServersAsync (const Model::ListGameServersRequest &request, const ListGameServersResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListScriptsOutcome ListScripts (const Model::ListScriptsRequest &request) const
 
virtual Model::ListScriptsOutcomeCallable ListScriptsCallable (const Model::ListScriptsRequest &request) const
 
virtual void ListScriptsAsync (const Model::ListScriptsRequest &request, const ListScriptsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ListTagsForResourceOutcome ListTagsForResource (const Model::ListTagsForResourceRequest &request) const
 
virtual Model::ListTagsForResourceOutcomeCallable ListTagsForResourceCallable (const Model::ListTagsForResourceRequest &request) const
 
virtual void ListTagsForResourceAsync (const Model::ListTagsForResourceRequest &request, const ListTagsForResourceResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::PutScalingPolicyOutcome PutScalingPolicy (const Model::PutScalingPolicyRequest &request) const
 
virtual Model::PutScalingPolicyOutcomeCallable PutScalingPolicyCallable (const Model::PutScalingPolicyRequest &request) const
 
virtual void PutScalingPolicyAsync (const Model::PutScalingPolicyRequest &request, const PutScalingPolicyResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::RegisterGameServerOutcome RegisterGameServer (const Model::RegisterGameServerRequest &request) const
 
virtual Model::RegisterGameServerOutcomeCallable RegisterGameServerCallable (const Model::RegisterGameServerRequest &request) const
 
virtual void RegisterGameServerAsync (const Model::RegisterGameServerRequest &request, const RegisterGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::RequestUploadCredentialsOutcome RequestUploadCredentials (const Model::RequestUploadCredentialsRequest &request) const
 
virtual Model::RequestUploadCredentialsOutcomeCallable RequestUploadCredentialsCallable (const Model::RequestUploadCredentialsRequest &request) const
 
virtual void RequestUploadCredentialsAsync (const Model::RequestUploadCredentialsRequest &request, const RequestUploadCredentialsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ResolveAliasOutcome ResolveAlias (const Model::ResolveAliasRequest &request) const
 
virtual Model::ResolveAliasOutcomeCallable ResolveAliasCallable (const Model::ResolveAliasRequest &request) const
 
virtual void ResolveAliasAsync (const Model::ResolveAliasRequest &request, const ResolveAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ResumeGameServerGroupOutcome ResumeGameServerGroup (const Model::ResumeGameServerGroupRequest &request) const
 
virtual Model::ResumeGameServerGroupOutcomeCallable ResumeGameServerGroupCallable (const Model::ResumeGameServerGroupRequest &request) const
 
virtual void ResumeGameServerGroupAsync (const Model::ResumeGameServerGroupRequest &request, const ResumeGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::SearchGameSessionsOutcome SearchGameSessions (const Model::SearchGameSessionsRequest &request) const
 
virtual Model::SearchGameSessionsOutcomeCallable SearchGameSessionsCallable (const Model::SearchGameSessionsRequest &request) const
 
virtual void SearchGameSessionsAsync (const Model::SearchGameSessionsRequest &request, const SearchGameSessionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StartFleetActionsOutcome StartFleetActions (const Model::StartFleetActionsRequest &request) const
 
virtual Model::StartFleetActionsOutcomeCallable StartFleetActionsCallable (const Model::StartFleetActionsRequest &request) const
 
virtual void StartFleetActionsAsync (const Model::StartFleetActionsRequest &request, const StartFleetActionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StartGameSessionPlacementOutcome StartGameSessionPlacement (const Model::StartGameSessionPlacementRequest &request) const
 
virtual Model::StartGameSessionPlacementOutcomeCallable StartGameSessionPlacementCallable (const Model::StartGameSessionPlacementRequest &request) const
 
virtual void StartGameSessionPlacementAsync (const Model::StartGameSessionPlacementRequest &request, const StartGameSessionPlacementResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StartMatchBackfillOutcome StartMatchBackfill (const Model::StartMatchBackfillRequest &request) const
 
virtual Model::StartMatchBackfillOutcomeCallable StartMatchBackfillCallable (const Model::StartMatchBackfillRequest &request) const
 
virtual void StartMatchBackfillAsync (const Model::StartMatchBackfillRequest &request, const StartMatchBackfillResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StartMatchmakingOutcome StartMatchmaking (const Model::StartMatchmakingRequest &request) const
 
virtual Model::StartMatchmakingOutcomeCallable StartMatchmakingCallable (const Model::StartMatchmakingRequest &request) const
 
virtual void StartMatchmakingAsync (const Model::StartMatchmakingRequest &request, const StartMatchmakingResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StopFleetActionsOutcome StopFleetActions (const Model::StopFleetActionsRequest &request) const
 
virtual Model::StopFleetActionsOutcomeCallable StopFleetActionsCallable (const Model::StopFleetActionsRequest &request) const
 
virtual void StopFleetActionsAsync (const Model::StopFleetActionsRequest &request, const StopFleetActionsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StopGameSessionPlacementOutcome StopGameSessionPlacement (const Model::StopGameSessionPlacementRequest &request) const
 
virtual Model::StopGameSessionPlacementOutcomeCallable StopGameSessionPlacementCallable (const Model::StopGameSessionPlacementRequest &request) const
 
virtual void StopGameSessionPlacementAsync (const Model::StopGameSessionPlacementRequest &request, const StopGameSessionPlacementResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::StopMatchmakingOutcome StopMatchmaking (const Model::StopMatchmakingRequest &request) const
 
virtual Model::StopMatchmakingOutcomeCallable StopMatchmakingCallable (const Model::StopMatchmakingRequest &request) const
 
virtual void StopMatchmakingAsync (const Model::StopMatchmakingRequest &request, const StopMatchmakingResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::SuspendGameServerGroupOutcome SuspendGameServerGroup (const Model::SuspendGameServerGroupRequest &request) const
 
virtual Model::SuspendGameServerGroupOutcomeCallable SuspendGameServerGroupCallable (const Model::SuspendGameServerGroupRequest &request) const
 
virtual void SuspendGameServerGroupAsync (const Model::SuspendGameServerGroupRequest &request, const SuspendGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::TagResourceOutcome TagResource (const Model::TagResourceRequest &request) const
 
virtual Model::TagResourceOutcomeCallable TagResourceCallable (const Model::TagResourceRequest &request) const
 
virtual void TagResourceAsync (const Model::TagResourceRequest &request, const TagResourceResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UntagResourceOutcome UntagResource (const Model::UntagResourceRequest &request) const
 
virtual Model::UntagResourceOutcomeCallable UntagResourceCallable (const Model::UntagResourceRequest &request) const
 
virtual void UntagResourceAsync (const Model::UntagResourceRequest &request, const UntagResourceResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateAliasOutcome UpdateAlias (const Model::UpdateAliasRequest &request) const
 
virtual Model::UpdateAliasOutcomeCallable UpdateAliasCallable (const Model::UpdateAliasRequest &request) const
 
virtual void UpdateAliasAsync (const Model::UpdateAliasRequest &request, const UpdateAliasResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateBuildOutcome UpdateBuild (const Model::UpdateBuildRequest &request) const
 
virtual Model::UpdateBuildOutcomeCallable UpdateBuildCallable (const Model::UpdateBuildRequest &request) const
 
virtual void UpdateBuildAsync (const Model::UpdateBuildRequest &request, const UpdateBuildResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateFleetAttributesOutcome UpdateFleetAttributes (const Model::UpdateFleetAttributesRequest &request) const
 
virtual Model::UpdateFleetAttributesOutcomeCallable UpdateFleetAttributesCallable (const Model::UpdateFleetAttributesRequest &request) const
 
virtual void UpdateFleetAttributesAsync (const Model::UpdateFleetAttributesRequest &request, const UpdateFleetAttributesResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateFleetCapacityOutcome UpdateFleetCapacity (const Model::UpdateFleetCapacityRequest &request) const
 
virtual Model::UpdateFleetCapacityOutcomeCallable UpdateFleetCapacityCallable (const Model::UpdateFleetCapacityRequest &request) const
 
virtual void UpdateFleetCapacityAsync (const Model::UpdateFleetCapacityRequest &request, const UpdateFleetCapacityResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateFleetPortSettingsOutcome UpdateFleetPortSettings (const Model::UpdateFleetPortSettingsRequest &request) const
 
virtual Model::UpdateFleetPortSettingsOutcomeCallable UpdateFleetPortSettingsCallable (const Model::UpdateFleetPortSettingsRequest &request) const
 
virtual void UpdateFleetPortSettingsAsync (const Model::UpdateFleetPortSettingsRequest &request, const UpdateFleetPortSettingsResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateGameServerOutcome UpdateGameServer (const Model::UpdateGameServerRequest &request) const
 
virtual Model::UpdateGameServerOutcomeCallable UpdateGameServerCallable (const Model::UpdateGameServerRequest &request) const
 
virtual void UpdateGameServerAsync (const Model::UpdateGameServerRequest &request, const UpdateGameServerResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateGameServerGroupOutcome UpdateGameServerGroup (const Model::UpdateGameServerGroupRequest &request) const
 
virtual Model::UpdateGameServerGroupOutcomeCallable UpdateGameServerGroupCallable (const Model::UpdateGameServerGroupRequest &request) const
 
virtual void UpdateGameServerGroupAsync (const Model::UpdateGameServerGroupRequest &request, const UpdateGameServerGroupResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateGameSessionOutcome UpdateGameSession (const Model::UpdateGameSessionRequest &request) const
 
virtual Model::UpdateGameSessionOutcomeCallable UpdateGameSessionCallable (const Model::UpdateGameSessionRequest &request) const
 
virtual void UpdateGameSessionAsync (const Model::UpdateGameSessionRequest &request, const UpdateGameSessionResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateGameSessionQueueOutcome UpdateGameSessionQueue (const Model::UpdateGameSessionQueueRequest &request) const
 
virtual Model::UpdateGameSessionQueueOutcomeCallable UpdateGameSessionQueueCallable (const Model::UpdateGameSessionQueueRequest &request) const
 
virtual void UpdateGameSessionQueueAsync (const Model::UpdateGameSessionQueueRequest &request, const UpdateGameSessionQueueResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateMatchmakingConfigurationOutcome UpdateMatchmakingConfiguration (const Model::UpdateMatchmakingConfigurationRequest &request) const
 
virtual Model::UpdateMatchmakingConfigurationOutcomeCallable UpdateMatchmakingConfigurationCallable (const Model::UpdateMatchmakingConfigurationRequest &request) const
 
virtual void UpdateMatchmakingConfigurationAsync (const Model::UpdateMatchmakingConfigurationRequest &request, const UpdateMatchmakingConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateRuntimeConfigurationOutcome UpdateRuntimeConfiguration (const Model::UpdateRuntimeConfigurationRequest &request) const
 
virtual Model::UpdateRuntimeConfigurationOutcomeCallable UpdateRuntimeConfigurationCallable (const Model::UpdateRuntimeConfigurationRequest &request) const
 
virtual void UpdateRuntimeConfigurationAsync (const Model::UpdateRuntimeConfigurationRequest &request, const UpdateRuntimeConfigurationResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::UpdateScriptOutcome UpdateScript (const Model::UpdateScriptRequest &request) const
 
virtual Model::UpdateScriptOutcomeCallable UpdateScriptCallable (const Model::UpdateScriptRequest &request) const
 
virtual void UpdateScriptAsync (const Model::UpdateScriptRequest &request, const UpdateScriptResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
virtual Model::ValidateMatchmakingRuleSetOutcome ValidateMatchmakingRuleSet (const Model::ValidateMatchmakingRuleSetRequest &request) const
 
virtual Model::ValidateMatchmakingRuleSetOutcomeCallable ValidateMatchmakingRuleSetCallable (const Model::ValidateMatchmakingRuleSetRequest &request) const
 
virtual void ValidateMatchmakingRuleSetAsync (const Model::ValidateMatchmakingRuleSetRequest &request, const ValidateMatchmakingRuleSetResponseReceivedHandler &handler, const std::shared_ptr< const Aws::Client::AsyncCallerContext > &context=nullptr) const
 
void OverrideEndpoint (const Aws::String &endpoint)
 
- Public Member Functions inherited from Aws::Client::AWSJsonClient
 AWSJsonClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Client::AWSAuthSigner > &signer, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
 AWSJsonClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Auth::AWSAuthSignerProvider > &signerProvider, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
virtual ~AWSJsonClient ()=default
 
- Public Member Functions inherited from Aws::Client::AWSClient
 AWSClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Client::AWSAuthSigner > &signer, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
 AWSClient (const Aws::Client::ClientConfiguration &configuration, const std::shared_ptr< Aws::Auth::AWSAuthSignerProvider > &signerProvider, const std::shared_ptr< AWSErrorMarshaller > &errorMarshaller)
 
virtual ~AWSClient ()
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, long long expirationInSeconds=0)
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0)
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, long long expirationInSeconds=0) const
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0)
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, long long expirationInSeconds=0) const
 
Aws::String GeneratePresignedUrl (Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const Aws::Http::HeaderValueCollection &customizedHeaders, long long expirationInSeconds=0)
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, Aws::Http::URI &uri, Aws::Http::HttpMethod method, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0) const
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const char *serviceName, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0) const
 
Aws::String GeneratePresignedUrl (const Aws::AmazonWebServiceRequest &request, Aws::Http::URI &uri, Aws::Http::HttpMethod method, const char *region, const Aws::Http::QueryStringParameterCollection &extraParams=Aws::Http::QueryStringParameterCollection(), long long expirationInSeconds=0) const
 
void DisableRequestProcessing ()
 
void EnableRequestProcessing ()
 
virtual const char * GetServiceClientName () const
 
virtual void SetServiceClientName (const Aws::String &name)
 

Additional Inherited Members

- Protected Member Functions inherited from Aws::Client::AWSJsonClient
virtual AWSError< CoreErrorsBuildAWSError (const std::shared_ptr< Aws::Http::HttpResponse > &response) const override
 
JsonOutcome MakeRequest (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
JsonOutcome MakeRequest (const Aws::Http::URI &uri, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
JsonOutcome MakeEventStreamRequest (std::shared_ptr< Aws::Http::HttpRequest > &request) const
 
- Protected Member Functions inherited from Aws::Client::AWSClient
HttpResponseOutcome AttemptExhaustively (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod httpMethod, const char *signerName, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
HttpResponseOutcome AttemptExhaustively (const Aws::Http::URI &uri, Http::HttpMethod httpMethod, const char *signerName, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
HttpResponseOutcome AttemptOneRequest (const std::shared_ptr< Http::HttpRequest > &httpRequest, const Aws::AmazonWebServiceRequest &request, const char *signerName, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
HttpResponseOutcome AttemptOneRequest (const std::shared_ptr< Http::HttpRequest > &httpRequest, const char *signerName, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
StreamOutcome MakeRequestWithUnparsedResponse (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
StreamOutcome MakeRequestWithUnparsedResponse (const Aws::Http::URI &uri, Http::HttpMethod method=Http::HttpMethod::HTTP_POST, const char *signerName=Aws::Auth::SIGV4_SIGNER, const char *requestName="", const char *signerRegionOverride=nullptr, const char *signerServiceNameOverride=nullptr) const
 
virtual void BuildHttpRequest (const Aws::AmazonWebServiceRequest &request, const std::shared_ptr< Aws::Http::HttpRequest > &httpRequest) const
 
const std::shared_ptr< AWSErrorMarshaller > & GetErrorMarshaller () const
 
Aws::Client::AWSAuthSignerGetSignerByName (const char *name) const
 
std::shared_ptr< Aws::Http::HttpRequestBuildAndSignHttpRequest (const Aws::Http::URI &uri, const Aws::AmazonWebServiceRequest &request, Http::HttpMethod method, const char *signerName) const
 
std::shared_ptr< Aws::Http::HttpResponseMakeHttpRequest (std::shared_ptr< Aws::Http::HttpRequest > &request) const
 
- Protected Attributes inherited from Aws::Client::AWSClient
Aws::String m_region
 

Detailed Description

<fullname>Amazon GameLift Service</fullname>

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

About GameLift solutions

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

About this API Reference

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

Definition at line 567 of file GameLiftClient.h.

Member Typedef Documentation

◆ BASECLASS

Definition at line 570 of file GameLiftClient.h.

Constructor & Destructor Documentation

◆ GameLiftClient() [1/3]

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

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

◆ GameLiftClient() [2/3]

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

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

◆ GameLiftClient() [3/3]

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

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

◆ ~GameLiftClient()

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

Member Function Documentation

◆ AcceptMatch()

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

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

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

◆ AcceptMatchAsync()

virtual void Aws::GameLift::GameLiftClient::AcceptMatchAsync ( const Model::AcceptMatchRequest request,
const AcceptMatchResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

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

◆ AcceptMatchCallable()

virtual Model::AcceptMatchOutcomeCallable Aws::GameLift::GameLiftClient::AcceptMatchCallable ( const Model::AcceptMatchRequest request) const
virtual

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

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

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

◆ ClaimGameServer()

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

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

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

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

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

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

  • If the game server utilization status is UTILIZED.

  • If the game server claim status is CLAIMED.

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

◆ ClaimGameServerAsync()

virtual void Aws::GameLift::GameLiftClient::ClaimGameServerAsync ( const Model::ClaimGameServerRequest request,
const ClaimGameServerResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

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

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

  • If the game server utilization status is UTILIZED.

  • If the game server claim status is CLAIMED.

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ ClaimGameServerCallable()

virtual Model::ClaimGameServerOutcomeCallable Aws::GameLift::GameLiftClient::ClaimGameServerCallable ( const Model::ClaimGameServerRequest request) const
virtual

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

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

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

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

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

  • If the game server utilization status is UTILIZED.

  • If the game server claim status is CLAIMED.

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ CreateAlias()

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

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

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

◆ CreateAliasAsync()

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

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

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ CreateAliasCallable()

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

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

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ CreateBuild()

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

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

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

The CreateBuild operation can used in the following scenarios:

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

  • To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated.

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

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

◆ CreateBuildAsync()

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

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

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

The CreateBuild operation can used in the following scenarios:

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

  • To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated.

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

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ CreateBuildCallable()

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

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

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

The CreateBuild operation can used in the following scenarios:

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

  • To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated.

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

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ CreateFleet()

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

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

◆ CreateFleetAsync()

virtual void Aws::GameLift::GameLiftClient::CreateFleetAsync ( const Model::CreateFleetRequest request,
const CreateFleetResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

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

◆ CreateFleetCallable()

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

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

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

◆ CreateFleetLocations()

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

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

This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.

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

If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity.

Learn more

Setting up fleets

Multi-location fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

◆ CreateFleetLocationsAsync()

virtual void Aws::GameLift::GameLiftClient::CreateFleetLocationsAsync ( const Model::CreateFleetLocationsRequest request,
const CreateFleetLocationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.

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

If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity.

Learn more

Setting up fleets

Multi-location fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ CreateFleetLocationsCallable()

virtual Model::CreateFleetLocationsOutcomeCallable Aws::GameLift::GameLiftClient::CreateFleetLocationsCallable ( const Model::CreateFleetLocationsRequest request) const
virtual

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

This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.

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

If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity.

Learn more

Setting up fleets

Multi-location fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ CreateGameServerGroup()

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

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

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

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

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ CreateGameServerGroupAsync()

virtual void Aws::GameLift::GameLiftClient::CreateGameServerGroupAsync ( const Model::CreateGameServerGroupRequest request,
const CreateGameServerGroupResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

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

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ CreateGameServerGroupCallable()

virtual Model::CreateGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::CreateGameServerGroupCallable ( const Model::CreateGameServerGroupRequest request) const
virtual

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

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

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

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ CreateGameSession()

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

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

with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.

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

This operation can be used in the following ways:

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

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

If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in GameLift Local.

Learn more

Start a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ CreateGameSessionAsync()

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

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

with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.

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

This operation can be used in the following ways:

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

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

If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in GameLift Local.

Learn more

Start a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ CreateGameSessionCallable()

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

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

with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.

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

This operation can be used in the following ways:

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

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

If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in GameLift Local.

Learn more

Start a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ CreateGameSessionQueue()

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

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

A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to the queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue

Create a game session queue

Related actions

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

See Also:

AWS API Reference

◆ CreateGameSessionQueueAsync()

virtual void Aws::GameLift::GameLiftClient::CreateGameSessionQueueAsync ( const Model::CreateGameSessionQueueRequest request,
const CreateGameSessionQueueResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to the queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue

Create a game session queue

Related actions

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

See Also:

AWS API Reference

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

◆ CreateGameSessionQueueCallable()

virtual Model::CreateGameSessionQueueOutcomeCallable Aws::GameLift::GameLiftClient::CreateGameSessionQueueCallable ( const Model::CreateGameSessionQueueRequest request) const
virtual

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

A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to the queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue

Create a game session queue

Related actions

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

See Also:

AWS API Reference

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

◆ CreateMatchmakingConfiguration()

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

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

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

In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

◆ CreateMatchmakingConfigurationAsync()

virtual void Aws::GameLift::GameLiftClient::CreateMatchmakingConfigurationAsync ( const Model::CreateMatchmakingConfigurationRequest request,
const CreateMatchmakingConfigurationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ CreateMatchmakingConfigurationCallable()

virtual Model::CreateMatchmakingConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::CreateMatchmakingConfigurationCallable ( const Model::CreateMatchmakingConfigurationRequest request) const
virtual

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

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

In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ CreateMatchmakingRuleSet()

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

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

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

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

◆ CreateMatchmakingRuleSetAsync()

virtual void Aws::GameLift::GameLiftClient::CreateMatchmakingRuleSetAsync ( const Model::CreateMatchmakingRuleSetRequest request,
const CreateMatchmakingRuleSetResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ CreateMatchmakingRuleSetCallable()

virtual Model::CreateMatchmakingRuleSetOutcomeCallable Aws::GameLift::GameLiftClient::CreateMatchmakingRuleSetCallable ( const Model::CreateMatchmakingRuleSetRequest request) const
virtual

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

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

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ CreatePlayerSession()

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

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

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

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ CreatePlayerSessionAsync()

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

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

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

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ CreatePlayerSessionCallable()

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

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

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

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ CreatePlayerSessions()

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

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

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

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ CreatePlayerSessionsAsync()

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

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

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

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ CreatePlayerSessionsCallable()

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

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

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

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ CreateScript()

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

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

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

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

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

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

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

◆ CreateScriptAsync()

virtual void Aws::GameLift::GameLiftClient::CreateScriptAsync ( const Model::CreateScriptRequest request,
const CreateScriptResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

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

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

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ CreateScriptCallable()

virtual Model::CreateScriptOutcomeCallable Aws::GameLift::GameLiftClient::CreateScriptCallable ( const Model::CreateScriptRequest request) const
virtual

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

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

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

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

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

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ CreateVpcPeeringAuthorization()

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

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

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

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

◆ CreateVpcPeeringAuthorizationAsync()

virtual void Aws::GameLift::GameLiftClient::CreateVpcPeeringAuthorizationAsync ( const Model::CreateVpcPeeringAuthorizationRequest request,
const CreateVpcPeeringAuthorizationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ CreateVpcPeeringAuthorizationCallable()

virtual Model::CreateVpcPeeringAuthorizationOutcomeCallable Aws::GameLift::GameLiftClient::CreateVpcPeeringAuthorizationCallable ( const Model::CreateVpcPeeringAuthorizationRequest request) const
virtual

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

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

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ CreateVpcPeeringConnection()

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

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

◆ CreateVpcPeeringConnectionAsync()

virtual void Aws::GameLift::GameLiftClient::CreateVpcPeeringConnectionAsync ( const Model::CreateVpcPeeringConnectionRequest request,
const CreateVpcPeeringConnectionResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ CreateVpcPeeringConnectionCallable()

virtual Model::CreateVpcPeeringConnectionOutcomeCallable Aws::GameLift::GameLiftClient::CreateVpcPeeringConnectionCallable ( const Model::CreateVpcPeeringConnectionRequest request) const
virtual

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteAlias()

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

◆ DeleteAliasAsync()

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteAliasCallable()

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteBuild()

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

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

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

◆ DeleteBuildAsync()

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

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

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteBuildCallable()

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

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

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteFleet()

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

Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection–this is done as part of the delete fleet process.

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

Learn more

Setting up GameLift Fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

See Also:

AWS API Reference

◆ DeleteFleetAsync()

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

Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection–this is done as part of the delete fleet process.

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

Learn more

Setting up GameLift Fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteFleetCallable()

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

Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection–this is done as part of the delete fleet process.

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

Learn more

Setting up GameLift Fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteFleetLocations()

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

◆ DeleteFleetLocationsAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteFleetLocationsAsync ( const Model::DeleteFleetLocationsRequest request,
const DeleteFleetLocationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteFleetLocationsCallable()

virtual Model::DeleteFleetLocationsOutcomeCallable Aws::GameLift::GameLiftClient::DeleteFleetLocationsCallable ( const Model::DeleteFleetLocationsRequest request) const
virtual

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteGameServerGroup()

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

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

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

  • The game server group

  • The corresponding Auto Scaling group

  • All game servers that are currently running in the group

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

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

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ DeleteGameServerGroupAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteGameServerGroupAsync ( const Model::DeleteGameServerGroupRequest request,
const DeleteGameServerGroupResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

  • The game server group

  • The corresponding Auto Scaling group

  • All game servers that are currently running in the group

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

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

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteGameServerGroupCallable()

virtual Model::DeleteGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::DeleteGameServerGroupCallable ( const Model::DeleteGameServerGroupRequest request) const
virtual

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

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

  • The game server group

  • The corresponding Auto Scaling group

  • All game servers that are currently running in the group

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

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

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteGameSessionQueue()

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

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

Learn more

Using Multi-Region Queues

Related actions

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

See Also:

AWS API Reference

◆ DeleteGameSessionQueueAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteGameSessionQueueAsync ( const Model::DeleteGameSessionQueueRequest request,
const DeleteGameSessionQueueResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Learn more

Using Multi-Region Queues

Related actions

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

See Also:

AWS API Reference

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

◆ DeleteGameSessionQueueCallable()

virtual Model::DeleteGameSessionQueueOutcomeCallable Aws::GameLift::GameLiftClient::DeleteGameSessionQueueCallable ( const Model::DeleteGameSessionQueueRequest request) const
virtual

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

Learn more

Using Multi-Region Queues

Related actions

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

See Also:

AWS API Reference

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

◆ DeleteMatchmakingConfiguration()

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

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

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

◆ DeleteMatchmakingConfigurationAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteMatchmakingConfigurationAsync ( const Model::DeleteMatchmakingConfigurationRequest request,
const DeleteMatchmakingConfigurationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteMatchmakingConfigurationCallable()

virtual Model::DeleteMatchmakingConfigurationOutcomeCallable Aws::GameLift::GameLiftClient::DeleteMatchmakingConfigurationCallable ( const Model::DeleteMatchmakingConfigurationRequest request) const
virtual

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

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteMatchmakingRuleSet()

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

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

◆ DeleteMatchmakingRuleSetAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteMatchmakingRuleSetAsync ( const Model::DeleteMatchmakingRuleSetRequest request,
const DeleteMatchmakingRuleSetResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteMatchmakingRuleSetCallable()

virtual Model::DeleteMatchmakingRuleSetOutcomeCallable Aws::GameLift::GameLiftClient::DeleteMatchmakingRuleSetCallable ( const Model::DeleteMatchmakingRuleSetRequest request) const
virtual

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteScalingPolicy()

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

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

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

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

◆ DeleteScalingPolicyAsync()

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

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

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

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteScalingPolicyCallable()

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

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

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

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteScript()

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

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

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

◆ DeleteScriptAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteScriptAsync ( const Model::DeleteScriptRequest request,
const DeleteScriptResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteScriptCallable()

virtual Model::DeleteScriptOutcomeCallable Aws::GameLift::GameLiftClient::DeleteScriptCallable ( const Model::DeleteScriptRequest request) const
virtual

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

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteVpcPeeringAuthorization()

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

◆ DeleteVpcPeeringAuthorizationAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteVpcPeeringAuthorizationAsync ( const Model::DeleteVpcPeeringAuthorizationRequest request,
const DeleteVpcPeeringAuthorizationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteVpcPeeringAuthorizationCallable()

virtual Model::DeleteVpcPeeringAuthorizationOutcomeCallable Aws::GameLift::GameLiftClient::DeleteVpcPeeringAuthorizationCallable ( const Model::DeleteVpcPeeringAuthorizationRequest request) const
virtual

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteVpcPeeringConnection()

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

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

◆ DeleteVpcPeeringConnectionAsync()

virtual void Aws::GameLift::GameLiftClient::DeleteVpcPeeringConnectionAsync ( const Model::DeleteVpcPeeringConnectionRequest request,
const DeleteVpcPeeringConnectionResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DeleteVpcPeeringConnectionCallable()

virtual Model::DeleteVpcPeeringConnectionOutcomeCallable Aws::GameLift::GameLiftClient::DeleteVpcPeeringConnectionCallable ( const Model::DeleteVpcPeeringConnectionRequest request) const
virtual

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DeregisterGameServer()

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

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

◆ DeregisterGameServerAsync()

virtual void Aws::GameLift::GameLiftClient::DeregisterGameServerAsync ( const Model::DeregisterGameServerRequest request,
const DeregisterGameServerResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ DeregisterGameServerCallable()

virtual Model::DeregisterGameServerOutcomeCallable Aws::GameLift::GameLiftClient::DeregisterGameServerCallable ( const Model::DeregisterGameServerRequest request) const
virtual

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeAlias()

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

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

◆ DescribeAliasAsync()

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

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeAliasCallable()

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

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

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

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeBuild()

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

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

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

◆ DescribeBuildAsync()

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

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

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeBuildCallable()

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

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

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeEC2InstanceLimits()

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

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

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

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

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

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

This operation can be used in the following ways:

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

◆ DescribeEC2InstanceLimitsAsync()

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

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

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

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

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

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

This operation can be used in the following ways:

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeEC2InstanceLimitsCallable()

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

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

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

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

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

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

This operation can be used in the following ways:

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetAttributes()

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

Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetAttributesAsync()

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

Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetAttributesCallable()

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

Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetCapacity()

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

Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.

This operation can be used in the following ways:

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

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

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

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

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

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetCapacityAsync()

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

Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.

This operation can be used in the following ways:

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

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

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

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

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

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetCapacityCallable()

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

Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.

This operation can be used in the following ways:

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

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

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

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

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

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetEvents()

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetEventsAsync()

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

Retrieves entries from 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 GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetEventsCallable()

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetLocationAttributes()

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

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

This operation can be used in the following ways:

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetLocationAttributesAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeFleetLocationAttributesAsync ( const Model::DescribeFleetLocationAttributesRequest request,
const DescribeFleetLocationAttributesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

This operation can be used in the following ways:

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetLocationAttributesCallable()

virtual Model::DescribeFleetLocationAttributesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetLocationAttributesCallable ( const Model::DescribeFleetLocationAttributesRequest request) const
virtual

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

This operation can be used in the following ways:

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

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

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

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

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetLocationCapacity()

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

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. 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 GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetLocationCapacityAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeFleetLocationCapacityAsync ( const Model::DescribeFleetLocationCapacityRequest request,
const DescribeFleetLocationCapacityResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. 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 GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetLocationCapacityCallable()

virtual Model::DescribeFleetLocationCapacityOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetLocationCapacityCallable ( const Model::DescribeFleetLocationCapacityRequest request) const
virtual

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. 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 GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetLocationUtilization()

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

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

To retrieve utilization data, identify a fleet and location.

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

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetLocationUtilizationAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeFleetLocationUtilizationAsync ( const Model::DescribeFleetLocationUtilizationRequest request,
const DescribeFleetLocationUtilizationResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

To retrieve utilization data, identify a fleet and location.

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

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetLocationUtilizationCallable()

virtual Model::DescribeFleetLocationUtilizationOutcomeCallable Aws::GameLift::GameLiftClient::DescribeFleetLocationUtilizationCallable ( const Model::DescribeFleetLocationUtilizationRequest request) const
virtual

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

To retrieve utilization data, identify a fleet and location.

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

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetPortSettings()

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

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

This operation can be used in the following ways:

  • To retrieve the inbound connection permissions 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 a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetPortSettingsAsync()

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

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

This operation can be used in the following ways:

  • To retrieve the inbound connection permissions 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 a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetPortSettingsCallable()

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

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

This operation can be used in the following ways:

  • To retrieve the inbound connection permissions 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 a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetUtilization()

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

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

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Setting up GameLift Fleets

GameLift Metrics for Fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

◆ DescribeFleetUtilizationAsync()

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

Retrieves utilization statistics for one or more fleets. 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 GameLift Fleets

GameLift Metrics for Fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeFleetUtilizationCallable()

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

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

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Setting up GameLift Fleets

GameLift Metrics for Fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameServer()

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

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

◆ DescribeGameServerAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeGameServerAsync ( const Model::DescribeGameServerRequest request,
const DescribeGameServerResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameServerCallable()

virtual Model::DescribeGameServerOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameServerCallable ( const Model::DescribeGameServerRequest request) const
virtual

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameServerGroup()

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

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ DescribeGameServerGroupAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeGameServerGroupAsync ( const Model::DescribeGameServerGroupRequest request,
const DescribeGameServerGroupResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameServerGroupCallable()

virtual Model::DescribeGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameServerGroupCallable ( const Model::DescribeGameServerGroupRequest request) const
virtual

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameServerInstances()

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

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

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

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

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ DescribeGameServerInstancesAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeGameServerInstancesAsync ( const Model::DescribeGameServerInstancesRequest request,
const DescribeGameServerInstancesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

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

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameServerInstancesCallable()

virtual Model::DescribeGameServerInstancesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameServerInstancesCallable ( const Model::DescribeGameServerInstancesRequest request) const
virtual

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

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

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

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

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameSessionDetails()

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

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ DescribeGameSessionDetailsAsync()

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

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameSessionDetailsCallable()

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

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.

This operation can be used in the following ways:

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

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

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

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

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

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameSessionPlacement()

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

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

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

If successful, a GameSessionPlacement object is returned.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ DescribeGameSessionPlacementAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeGameSessionPlacementAsync ( const Model::DescribeGameSessionPlacementRequest request,
const DescribeGameSessionPlacementResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

If successful, a GameSessionPlacement object is returned.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameSessionPlacementCallable()

virtual Model::DescribeGameSessionPlacementOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionPlacementCallable ( const Model::DescribeGameSessionPlacementRequest request) const
virtual

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

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

If successful, a GameSessionPlacement object is returned.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameSessionQueues()

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

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

Learn more

View Your Queues

Related actions

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

See Also:

AWS API Reference

◆ DescribeGameSessionQueuesAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeGameSessionQueuesAsync ( const Model::DescribeGameSessionQueuesRequest request,
const DescribeGameSessionQueuesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Learn more

View Your Queues

Related actions

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

See Also:

AWS API Reference

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

◆ DescribeGameSessionQueuesCallable()

virtual Model::DescribeGameSessionQueuesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeGameSessionQueuesCallable ( const Model::DescribeGameSessionQueuesRequest request) const
virtual

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

Learn more

View Your Queues

Related actions

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

See Also:

AWS API Reference

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

◆ DescribeGameSessions()

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

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.

This operation can be used in the following ways:

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

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

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

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

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

Available in GameLift Local.

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ DescribeGameSessionsAsync()

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

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.

This operation can be used in the following ways:

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

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

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

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

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

Available in GameLift Local.

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeGameSessionsCallable()

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

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.

This operation can be used in the following ways:

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

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

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

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

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

Available in GameLift Local.

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeInstances()

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

Retrieves information about a fleet's instances, including instance IDs, connection data, and status.

This operation can be used in the following ways:

  • To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.

  • To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.

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

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

If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

See Also:

AWS API Reference

◆ DescribeInstancesAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeInstancesAsync ( const Model::DescribeInstancesRequest request,
const DescribeInstancesResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves information about a fleet's instances, including instance IDs, connection data, and status.

This operation can be used in the following ways:

  • To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.

  • To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.

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

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

If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeInstancesCallable()

virtual Model::DescribeInstancesOutcomeCallable Aws::GameLift::GameLiftClient::DescribeInstancesCallable ( const Model::DescribeInstancesRequest request) const
virtual

Retrieves information about a fleet's instances, including instance IDs, connection data, and status.

This operation can be used in the following ways:

  • To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.

  • To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.

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

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

If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeMatchmaking()

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

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

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

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

◆ DescribeMatchmakingAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeMatchmakingAsync ( const Model::DescribeMatchmakingRequest request,
const DescribeMatchmakingResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeMatchmakingCallable()

virtual Model::DescribeMatchmakingOutcomeCallable Aws::GameLift::GameLiftClient::DescribeMatchmakingCallable ( const Model::DescribeMatchmakingRequest request) const
virtual

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

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

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeMatchmakingConfigurations()

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

Retrieves the details of FlexMatch matchmaking configurations.

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

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

Learn more

Setting up FlexMatch matchmakers

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

◆ DescribeMatchmakingConfigurationsAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeMatchmakingConfigurationsAsync ( const Model::DescribeMatchmakingConfigurationsRequest request,
const DescribeMatchmakingConfigurationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves the details of FlexMatch matchmaking configurations.

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

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

Learn more

Setting up FlexMatch matchmakers

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeMatchmakingConfigurationsCallable()

virtual Model::DescribeMatchmakingConfigurationsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeMatchmakingConfigurationsCallable ( const Model::DescribeMatchmakingConfigurationsRequest request) const
virtual

Retrieves the details of FlexMatch matchmaking configurations.

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

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

Learn more

Setting up FlexMatch matchmakers

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeMatchmakingRuleSets()

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

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

◆ DescribeMatchmakingRuleSetsAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeMatchmakingRuleSetsAsync ( const Model::DescribeMatchmakingRuleSetsRequest request,
const DescribeMatchmakingRuleSetsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeMatchmakingRuleSetsCallable()

virtual Model::DescribeMatchmakingRuleSetsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeMatchmakingRuleSetsCallable ( const Model::DescribeMatchmakingRuleSetsRequest request) const
virtual

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

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See Also:

AWS API Reference

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

◆ DescribePlayerSessions()

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

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

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

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

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

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ DescribePlayerSessionsAsync()

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

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

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

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

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

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribePlayerSessionsCallable()

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

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

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

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

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

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.

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

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeRuntimeConfiguration()

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

Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.

To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.

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

Learn more

Setting up GameLift fleets

Running multiple processes on a fleet

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

◆ DescribeRuntimeConfigurationAsync()

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

Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.

To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.

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

Learn more

Setting up GameLift fleets

Running multiple processes on a fleet

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeRuntimeConfigurationCallable()

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

Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.

To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.

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

Learn more

Setting up GameLift fleets

Running multiple processes on a fleet

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeScalingPolicies()

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

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

◆ DescribeScalingPoliciesAsync()

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

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeScalingPoliciesCallable()

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

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeScript()

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

Retrieves properties for a Realtime script.

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

◆ DescribeScriptAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeScriptAsync ( const Model::DescribeScriptRequest request,
const DescribeScriptResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves properties for a Realtime script.

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeScriptCallable()

virtual Model::DescribeScriptOutcomeCallable Aws::GameLift::GameLiftClient::DescribeScriptCallable ( const Model::DescribeScriptRequest request) const
virtual

Retrieves properties for a Realtime script.

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeVpcPeeringAuthorizations()

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

◆ DescribeVpcPeeringAuthorizationsAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeVpcPeeringAuthorizationsAsync ( const Model::DescribeVpcPeeringAuthorizationsRequest request,
const DescribeVpcPeeringAuthorizationsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeVpcPeeringAuthorizationsCallable()

virtual Model::DescribeVpcPeeringAuthorizationsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeVpcPeeringAuthorizationsCallable ( const Model::DescribeVpcPeeringAuthorizationsRequest request) const
virtual

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeVpcPeeringConnections()

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

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

◆ DescribeVpcPeeringConnectionsAsync()

virtual void Aws::GameLift::GameLiftClient::DescribeVpcPeeringConnectionsAsync ( const Model::DescribeVpcPeeringConnectionsRequest request,
const DescribeVpcPeeringConnectionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ DescribeVpcPeeringConnectionsCallable()

virtual Model::DescribeVpcPeeringConnectionsOutcomeCallable Aws::GameLift::GameLiftClient::DescribeVpcPeeringConnectionsCallable ( const Model::DescribeVpcPeeringConnectionsRequest request) const
virtual

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

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

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

See Also:

AWS API Reference

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

◆ GetGameSessionLogUrl()

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

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

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

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ GetGameSessionLogUrlAsync()

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

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

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

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ GetGameSessionLogUrlCallable()

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

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

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

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

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

◆ GetInstanceAccess()

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

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

See Also:

AWS API Reference

◆ GetInstanceAccessAsync()

virtual void Aws::GameLift::GameLiftClient::GetInstanceAccessAsync ( const Model::GetInstanceAccessRequest request,
const GetInstanceAccessResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

See Also:

AWS API Reference

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

◆ GetInstanceAccessCallable()

virtual Model::GetInstanceAccessOutcomeCallable Aws::GameLift::GameLiftClient::GetInstanceAccessCallable ( const Model::GetInstanceAccessRequest request) const
virtual

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

See Also:

AWS API Reference

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

◆ ListAliases()

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

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

Returned aliases are not listed in any particular order.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

◆ ListAliasesAsync()

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

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

Returned aliases are not listed in any particular order.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ ListAliasesCallable()

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

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

Returned aliases are not listed in any particular order.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ ListBuilds()

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

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

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

◆ ListBuildsAsync()

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

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

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ ListBuildsCallable()

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

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

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ ListFleets()

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

Retrieves a collection of fleet resources in an AWS Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

This operation can be used in the following ways:

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

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

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

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

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

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

◆ ListFleetsAsync()

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

Retrieves a collection of fleet resources in an AWS Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

This operation can be used in the following ways:

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

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

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

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

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

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

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

◆ ListFleetsCallable()

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

Retrieves a collection of fleet resources in an AWS Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

This operation can be used in the following ways:

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

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

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

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

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

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

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

◆ ListGameServerGroups()

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

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

Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ ListGameServerGroupsAsync()

virtual void Aws::GameLift::GameLiftClient::ListGameServerGroupsAsync ( const Model::ListGameServerGroupsRequest request,
const ListGameServerGroupsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ ListGameServerGroupsCallable()

virtual Model::ListGameServerGroupsOutcomeCallable Aws::GameLift::GameLiftClient::ListGameServerGroupsCallable ( const Model::ListGameServerGroupsRequest request) const
virtual

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

Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ ListGameServers()

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

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

◆ ListGameServersAsync()

virtual void Aws::GameLift::GameLiftClient::ListGameServersAsync ( const Model::ListGameServersRequest request,
const ListGameServersResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ ListGameServersCallable()

virtual Model::ListGameServersOutcomeCallable Aws::GameLift::GameLiftClient::ListGameServersCallable ( const Model::ListGameServersRequest request) const
virtual

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

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ ListScripts()

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

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

◆ ListScriptsAsync()

virtual void Aws::GameLift::GameLiftClient::ListScriptsAsync ( const Model::ListScriptsRequest &  request,
const ListScriptsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ ListScriptsCallable()

virtual Model::ListScriptsOutcomeCallable Aws::GameLift::GameLiftClient::ListScriptsCallable ( const Model::ListScriptsRequest &  request) const
virtual

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

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

See Also:

AWS API Reference

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

◆ ListTagsForResource()

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

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

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

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

◆ ListTagsForResourceAsync()

virtual void Aws::GameLift::GameLiftClient::ListTagsForResourceAsync ( const Model::ListTagsForResourceRequest request,
const ListTagsForResourceResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

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

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

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

◆ ListTagsForResourceCallable()

virtual Model::ListTagsForResourceOutcomeCallable Aws::GameLift::GameLiftClient::ListTagsForResourceCallable ( const Model::ListTagsForResourceRequest request) const
virtual

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

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

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

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

◆ OverrideEndpoint()

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

◆ PutScalingPolicy()

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

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

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

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy–or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

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

Target-based policy

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

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

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

Rule-based policy

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

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

A policy's rule statement has the following structure:

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

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

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

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

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

◆ PutScalingPolicyAsync()

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

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

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

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy–or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

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

Target-based policy

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

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

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

Rule-based policy

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

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

A policy's rule statement has the following structure:

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

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

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

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

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

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

◆ PutScalingPolicyCallable()

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

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

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

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy–or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

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

Target-based policy

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

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

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

Rule-based policy

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

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

A policy's rule statement has the following structure:

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

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

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

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

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

See Also:

AWS API Reference

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

◆ RegisterGameServer()

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

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

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

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

◆ RegisterGameServerAsync()

virtual void Aws::GameLift::GameLiftClient::RegisterGameServerAsync ( const Model::RegisterGameServerRequest request,
const RegisterGameServerResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

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

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ RegisterGameServerCallable()

virtual Model::RegisterGameServerOutcomeCallable Aws::GameLift::GameLiftClient::RegisterGameServerCallable ( const Model::RegisterGameServerRequest request) const
virtual

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

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

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.

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

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

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

◆ RequestUploadCredentials()

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

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

◆ RequestUploadCredentialsAsync()

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

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ RequestUploadCredentialsCallable()

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

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

See Also:

AWS API Reference

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

◆ ResolveAlias()

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

Retrieves the fleet ID that an alias is currently pointing to.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

◆ ResolveAliasAsync()

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

Retrieves the fleet ID that an alias is currently pointing to.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ ResolveAliasCallable()

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

Retrieves the fleet ID that an alias is currently pointing to.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

See Also:

AWS API Reference

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

◆ ResumeGameServerGroup()

virtual Model::ResumeGameServerGroupOutcome Aws::GameLift::GameLiftClient::ResumeGameServerGroup ( const Model::ResumeGameServerGroupRequest request) const
virtual

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

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ ResumeGameServerGroupAsync()

virtual void Aws::GameLift::GameLiftClient::ResumeGameServerGroupAsync ( const Model::ResumeGameServerGroupRequest request,
const ResumeGameServerGroupResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

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

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ ResumeGameServerGroupCallable()

virtual Model::ResumeGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::ResumeGameServerGroupCallable ( const Model::ResumeGameServerGroupRequest request) const
virtual

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

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

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

◆ SearchGameSessions()

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

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

  • To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.

  • To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.

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

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

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

  • gameSessionId – A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName – Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

  • gameSessionProperties – Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

  • maximumSessions – Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • creationTimeMillis – Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

  • playerSessionCount – Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions – Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ SearchGameSessionsAsync()

virtual void Aws::GameLift::GameLiftClient::SearchGameSessionsAsync ( const Model::SearchGameSessionsRequest request,
const SearchGameSessionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

  • To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.

  • To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

You can search or sort by the following game session attributes:

  • gameSessionId – A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName – Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

  • gameSessionProperties – Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

  • maximumSessions – Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • creationTimeMillis – Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

  • playerSessionCount – Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions – Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ SearchGameSessionsCallable()

virtual Model::SearchGameSessionsOutcomeCallable Aws::GameLift::GameLiftClient::SearchGameSessionsCallable ( const Model::SearchGameSessionsRequest request) const
virtual

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

  • To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.

  • To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

You can search or sort by the following game session attributes:

  • gameSessionId – A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName – Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

  • gameSessionProperties – Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

  • maximumSessions – Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • creationTimeMillis – Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

  • playerSessionCount – Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions – Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StartFleetActions()

virtual Model::StartFleetActionsOutcome Aws::GameLift::GameLiftClient::StartFleetActions ( const Model::StartFleetActionsRequest request) const
virtual

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

  • To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.

  • To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.

If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

◆ StartFleetActionsAsync()

virtual void Aws::GameLift::GameLiftClient::StartFleetActionsAsync ( const Model::StartFleetActionsRequest request,
const StartFleetActionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

  • To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.

  • To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.

If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StartFleetActionsCallable()

virtual Model::StartFleetActionsOutcomeCallable Aws::GameLift::GameLiftClient::StartFleetActionsCallable ( const Model::StartFleetActionsRequest request) const
virtual

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

  • To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.

  • To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.

If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StartGameSessionPlacement()

virtual Model::StartGameSessionPlacementOutcome Aws::GameLift::GameLiftClient::StartGameSessionPlacement ( const Model::StartGameSessionPlacementRequest request) const
virtual

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ StartGameSessionPlacementAsync()

virtual void Aws::GameLift::GameLiftClient::StartGameSessionPlacementAsync ( const Model::StartGameSessionPlacementRequest request,
const StartGameSessionPlacementResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StartGameSessionPlacementCallable()

virtual Model::StartGameSessionPlacementOutcomeCallable Aws::GameLift::GameLiftClient::StartGameSessionPlacementCallable ( const Model::StartGameSessionPlacementRequest request) const
virtual

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StartMatchBackfill()

virtual Model::StartMatchBackfillOutcome Aws::GameLift::GameLiftClient::StartMatchBackfill ( const Model::StartMatchBackfillRequest request) const
virtual

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

◆ StartMatchBackfillAsync()

virtual void Aws::GameLift::GameLiftClient::StartMatchBackfillAsync ( const Model::StartMatchBackfillRequest request,
const StartMatchBackfillResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StartMatchBackfillCallable()

virtual Model::StartMatchBackfillOutcomeCallable Aws::GameLift::GameLiftClient::StartMatchBackfillCallable ( const Model::StartMatchBackfillRequest request) const
virtual

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StartMatchmaking()

virtual Model::StartMatchmakingOutcome Aws::GameLift::GameLiftClient::StartMatchmaking ( const Model::StartMatchmakingRequest request) const
virtual

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

◆ StartMatchmakingAsync()

virtual void Aws::GameLift::GameLiftClient::StartMatchmakingAsync ( const Model::StartMatchmakingRequest request,
const StartMatchmakingResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StartMatchmakingCallable()

virtual Model::StartMatchmakingOutcomeCallable Aws::GameLift::GameLiftClient::StartMatchmakingCallable ( const Model::StartMatchmakingRequest request) const
virtual

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StopFleetActions()

virtual Model::StopFleetActionsOutcome Aws::GameLift::GameLiftClient::StopFleetActions ( const Model::StopFleetActionsRequest request) const
virtual

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

  • To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.

  • To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.

If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions.

Learn more

Setting up GameLift Fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

◆ StopFleetActionsAsync()

virtual void Aws::GameLift::GameLiftClient::StopFleetActionsAsync ( const Model::StopFleetActionsRequest request,
const StopFleetActionsResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

  • To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.

  • To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.

If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions.

Learn more

Setting up GameLift Fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StopFleetActionsCallable()

virtual Model::StopFleetActionsOutcomeCallable Aws::GameLift::GameLiftClient::StopFleetActionsCallable ( const Model::StopFleetActionsRequest request) const
virtual

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

  • To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.

  • To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.

If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions.

Learn more

Setting up GameLift Fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StopGameSessionPlacement()

virtual Model::StopGameSessionPlacementOutcome Aws::GameLift::GameLiftClient::StopGameSessionPlacement ( const Model::StopGameSessionPlacementRequest request) const
virtual

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

◆ StopGameSessionPlacementAsync()

virtual void Aws::GameLift::GameLiftClient::StopGameSessionPlacementAsync ( const Model::StopGameSessionPlacementRequest request,
const StopGameSessionPlacementResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StopGameSessionPlacementCallable()

virtual Model::StopGameSessionPlacementOutcomeCallable Aws::GameLift::GameLiftClient::StopGameSessionPlacementCallable ( const Model::StopGameSessionPlacementRequest request) const
virtual

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ StopMatchmaking()

virtual Model::StopMatchmakingOutcome Aws::GameLift::GameLiftClient::StopMatchmaking ( const Model::StopMatchmakingRequest request) const
virtual

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

◆ StopMatchmakingAsync()

virtual void Aws::GameLift::GameLiftClient::StopMatchmakingAsync ( const Model::StopMatchmakingRequest request,
const StopMatchmakingResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ StopMatchmakingCallable()

virtual Model::StopMatchmakingOutcomeCallable Aws::GameLift::GameLiftClient::StopMatchmakingCallable ( const Model::StopMatchmakingRequest request) const
virtual

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ SuspendGameServerGroup()

virtual Model::SuspendGameServerGroupOutcome Aws::GameLift::GameLiftClient::SuspendGameServerGroup ( const Model::SuspendGameServerGroupRequest request) const
virtual

This operation is used with the GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

  • Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

◆ SuspendGameServerGroupAsync()

virtual void Aws::GameLift::GameLiftClient::SuspendGameServerGroupAsync ( const Model::SuspendGameServerGroupRequest request,
const SuspendGameServerGroupResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

This operation is used with the GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

  • Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ SuspendGameServerGroupCallable()

virtual Model::SuspendGameServerGroupOutcomeCallable Aws::GameLift::GameLiftClient::SuspendGameServerGroupCallable ( const Model::SuspendGameServerGroupRequest request) const
virtual

This operation is used with the GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

  • Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ TagResource()

virtual Model::TagResourceOutcome Aws::GameLift::GameLiftClient::TagResource ( const Model::TagResourceRequest request) const
virtual

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

◆ TagResourceAsync()

virtual void Aws::GameLift::GameLiftClient::TagResourceAsync ( const Model::TagResourceRequest request,
const TagResourceResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ TagResourceCallable()

virtual Model::TagResourceOutcomeCallable Aws::GameLift::GameLiftClient::TagResourceCallable ( const Model::TagResourceRequest request) const
virtual

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

returns a future to the operation so that it can be executed in parallel to other requests.

◆ UntagResource()

virtual Model::UntagResourceOutcome Aws::GameLift::GameLiftClient::UntagResource ( const Model::UntagResourceRequest request) const
virtual

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

◆ UntagResourceAsync()

virtual void Aws::GameLift::GameLiftClient::UntagResourceAsync ( const Model::UntagResourceRequest request,
const UntagResourceResponseReceivedHandler handler,
const std::shared_ptr< const Aws::Client::AsyncCallerContext > &  context = nullptr 
) const
virtual

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

See Also:

AWS API Reference

Queues the request into a thread executor and triggers associated callback when operation has finished.

◆ UntagResourceCallable()

virtual Model::UntagResourceOutcomeCallable Aws::GameLift::GameLiftClient::UntagResourceCallable ( const Model::UntagResourceRequest request) const
virtual

Removes a tag that is assigned to a Game