Package-level declarations
Types
Amazon GameLift Anywhere configuration options for your Anywhere fleets.
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue
object can use only one of the available properties.
Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.
Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the Amazon GameLift Server SDK operation GetInstanceCertificate
.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
Player information for use when creating player sessions using a game session placement request.
Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
The Amazon GameLift service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with Amazon GameLift. You can request an limit increase for your account by using the Service limits page in the Amazon GameLift console.
A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.
Describes a Amazon GameLift fleet of game hosting resources.
Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
The specified fleet has no available instances to fulfill a CreateGameSession
request. Clients can retry such requests immediately or after a waiting period.
Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Base class for all service related exceptions thrown by the GameLift client
This key-value pair can store custom data about a game session. For example, you might use a GameProperty
to track a game session's map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}
.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
Properties describing a game session.
Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.
A game session's properties plus the protection policy currently in force.
The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
Represents a potential game session placement, including the full details of the original placement request and the current status.
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to GetInstanceAccess.
A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift server SDK version 4.x or earlier.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
Details about a location in a multi-location fleet.
A remote location where a multi-location fleet can deploy game servers for game hosting.
Properties of a location
A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.
THe requested resources was not found. The resource was either not created yet or deleted.
The specified game server group has no available game servers to fulfill a ClaimGameServer
request. Clients can retry such requests immediately or after a waiting period.
Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED
) or actual player activity in a game session (when status is ACTIVE
). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.
Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The routing configuration for a fleet alias.
A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Amazon GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.
The location in Amazon S3 where build or script files are stored for access by Amazon GameLift.
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
Settings for a target-based scaling policy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
This data type is used with the Amazon GameLift FleetIQ and game server groups.
The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy
associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
The client failed authentication. Clients should not retry such requests.
The requested operation is not supported in the Region specified.
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.