class Aws::GameLift::Client
An API client for GameLift
. To construct a client, you need to configure a `:region` and `:credentials`.
client = Aws::GameLift::Client.new( region: region_name, credentials: credentials, # ... )
For details on configuring region and credentials see the [developer guide](/sdk-for-ruby/v3/developer-guide/setup-config.html).
See {#initialize} for a full list of supported configuration options.
Attributes
@api private
Public Class Methods
@api private
# File lib/aws-sdk-gamelift/client.rb, line 9373 def errors_module Errors end
@overload initialize(options)
@param [Hash] options @option options [required, Aws::CredentialProvider] :credentials Your AWS credentials. This can be an instance of any one of the following classes: * `Aws::Credentials` - Used for configuring static, non-refreshing credentials. * `Aws::SharedCredentials` - Used for loading static credentials from a shared file, such as `~/.aws/config`. * `Aws::AssumeRoleCredentials` - Used when you need to assume a role. * `Aws::AssumeRoleWebIdentityCredentials` - Used when you need to assume a role after providing credentials via the web. * `Aws::SSOCredentials` - Used for loading credentials from AWS SSO using an access token generated from `aws login`. * `Aws::ProcessCredentials` - Used for loading credentials from a process that outputs to stdout. * `Aws::InstanceProfileCredentials` - Used for loading credentials from an EC2 IMDS on an EC2 instance. * `Aws::ECSCredentials` - Used for loading credentials from instances running in ECS. * `Aws::CognitoIdentityCredentials` - Used for loading credentials from the Cognito Identity service. When `:credentials` are not configured directly, the following locations will be searched for credentials: * `Aws.config[:credentials]` * The `:access_key_id`, `:secret_access_key`, and `:session_token` options. * ENV['AWS_ACCESS_KEY_ID'], ENV['AWS_SECRET_ACCESS_KEY'] * `~/.aws/credentials` * `~/.aws/config` * EC2/ECS IMDS instance profile - When used by default, the timeouts are very aggressive. Construct and pass an instance of `Aws::InstanceProfileCredentails` or `Aws::ECSCredentials` to enable retries and extended timeouts. @option options [required, String] :region The AWS region to connect to. The configured `:region` is used to determine the service `:endpoint`. When not passed, a default `:region` is searched for in the following locations: * `Aws.config[:region]` * `ENV['AWS_REGION']` * `ENV['AMAZON_REGION']` * `ENV['AWS_DEFAULT_REGION']` * `~/.aws/credentials` * `~/.aws/config` @option options [String] :access_key_id @option options [Boolean] :active_endpoint_cache (false) When set to `true`, a thread polling for endpoints will be running in the background every 60 secs (default). Defaults to `false`. @option options [Boolean] :adaptive_retry_wait_to_fill (true) Used only in `adaptive` retry mode. When true, the request will sleep until there is sufficent client side capacity to retry the request. When false, the request will raise a `RetryCapacityNotAvailableError` and will not retry instead of sleeping. @option options [Boolean] :client_side_monitoring (false) When `true`, client-side metrics will be collected for all API requests from this client. @option options [String] :client_side_monitoring_client_id ("") Allows you to provide an identifier for this client which will be attached to all generated client side metrics. Defaults to an empty string. @option options [String] :client_side_monitoring_host ("127.0.0.1") Allows you to specify the DNS hostname or IPv4 or IPv6 address that the client side monitoring agent is running on, where client metrics will be published via UDP. @option options [Integer] :client_side_monitoring_port (31000) Required for publishing client metrics. The port that the client side monitoring agent is running on, where client metrics will be published via UDP. @option options [Aws::ClientSideMonitoring::Publisher] :client_side_monitoring_publisher (Aws::ClientSideMonitoring::Publisher) Allows you to provide a custom client-side monitoring publisher class. By default, will use the Client Side Monitoring Agent Publisher. @option options [Boolean] :convert_params (true) When `true`, an attempt is made to coerce request parameters into the required types. @option options [Boolean] :correct_clock_skew (true) Used only in `standard` and adaptive retry modes. Specifies whether to apply a clock skew correction and retry requests with skewed client clocks. @option options [Boolean] :disable_host_prefix_injection (false) Set to true to disable SDK automatically adding host prefix to default service endpoint when available. @option options [String] :endpoint The client endpoint is normally constructed from the `:region` option. You should only configure an `:endpoint` when connecting to test or custom endpoints. This should be a valid HTTP(S) URI. @option options [Integer] :endpoint_cache_max_entries (1000) Used for the maximum size limit of the LRU cache storing endpoints data for endpoint discovery enabled operations. Defaults to 1000. @option options [Integer] :endpoint_cache_max_threads (10) Used for the maximum threads in use for polling endpoints to be cached, defaults to 10. @option options [Integer] :endpoint_cache_poll_interval (60) When :endpoint_discovery and :active_endpoint_cache is enabled, Use this option to config the time interval in seconds for making requests fetching endpoints information. Defaults to 60 sec. @option options [Boolean] :endpoint_discovery (false) When set to `true`, endpoint discovery will be enabled for operations when available. @option options [Aws::Log::Formatter] :log_formatter (Aws::Log::Formatter.default) The log formatter. @option options [Symbol] :log_level (:info) The log level to send messages to the `:logger` at. @option options [Logger] :logger The Logger instance to send log messages to. If this option is not set, logging will be disabled. @option options [Integer] :max_attempts (3) An integer representing the maximum number attempts that will be made for a single request, including the initial attempt. For example, setting this value to 5 will result in a request being retried up to 4 times. Used in `standard` and `adaptive` retry modes. @option options [String] :profile ("default") Used when loading credentials from the shared credentials file at HOME/.aws/credentials. When not specified, 'default' is used. @option options [Proc] :retry_backoff A proc or lambda used for backoff. Defaults to 2**retries * retry_base_delay. This option is only used in the `legacy` retry mode. @option options [Float] :retry_base_delay (0.3) The base delay in seconds used by the default backoff function. This option is only used in the `legacy` retry mode. @option options [Symbol] :retry_jitter (:none) A delay randomiser function used by the default backoff function. Some predefined functions can be referenced by name - :none, :equal, :full, otherwise a Proc that takes and returns a number. This option is only used in the `legacy` retry mode. @see https://www.awsarchitectureblog.com/2015/03/backoff.html @option options [Integer] :retry_limit (3) The maximum number of times to retry failed requests. Only ~ 500 level server errors and certain ~ 400 level client errors are retried. Generally, these are throttling errors, data checksum errors, networking errors, timeout errors, auth errors, endpoint discovery, and errors from expired credentials. This option is only used in the `legacy` retry mode. @option options [Integer] :retry_max_delay (0) The maximum number of seconds to delay between retries (0 for no limit) used by the default backoff function. This option is only used in the `legacy` retry mode. @option options [String] :retry_mode ("legacy") Specifies which retry algorithm to use. Values are: * `legacy` - The pre-existing retry behavior. This is default value if no retry mode is provided. * `standard` - A standardized set of retry rules across the AWS SDKs. This includes support for retry quotas, which limit the number of unsuccessful retries a client can make. * `adaptive` - An experimental retry mode that includes all the functionality of `standard` mode along with automatic client side throttling. This is a provisional mode that may change behavior in the future. @option options [String] :secret_access_key @option options [String] :session_token @option options [Boolean] :simple_json (false) Disables request parameter conversion, validation, and formatting. Also disable response data type conversions. This option is useful when you want to ensure the highest level of performance by avoiding overhead of walking request parameters and response data structures. When `:simple_json` is enabled, the request parameters hash must be formatted exactly as the DynamoDB API expects. @option options [Boolean] :stub_responses (false) Causes the client to return stubbed responses. By default fake responses are generated and returned. You can specify the response data to return or errors to raise by calling {ClientStubs#stub_responses}. See {ClientStubs} for more information. ** Please note ** When response stubbing is enabled, no HTTP requests are made, and retries are disabled. @option options [Boolean] :validate_params (true) When `true`, request parameters are validated before sending the request. @option options [URI::HTTP,String] :http_proxy A proxy to send requests through. Formatted like 'http://proxy.com:123'. @option options [Float] :http_open_timeout (15) The number of seconds to wait when opening a HTTP session before raising a `Timeout::Error`. @option options [Integer] :http_read_timeout (60) The default number of seconds to wait for response data. This value can safely be set per-request on the session. @option options [Float] :http_idle_timeout (5) The number of seconds a connection is allowed to sit idle before it is considered stale. Stale connections are closed and removed from the pool before making a request. @option options [Float] :http_continue_timeout (1) The number of seconds to wait for a 100-continue response before sending the request body. This option has no effect unless the request has "Expect" header set to "100-continue". Defaults to `nil` which disables this behaviour. This value can safely be set per request on the session. @option options [Boolean] :http_wire_trace (false) When `true`, HTTP debug output will be sent to the `:logger`. @option options [Boolean] :ssl_verify_peer (true) When `true`, SSL peer certificates are verified when establishing a connection. @option options [String] :ssl_ca_bundle Full path to the SSL certificate authority bundle file that should be used when verifying peer certificates. If you do not pass `:ssl_ca_bundle` or `:ssl_ca_directory` the the system default will be used if available. @option options [String] :ssl_ca_directory Full path of the directory that contains the unbundled SSL certificate authority files for verifying peer certificates. If you do not pass `:ssl_ca_bundle` or `:ssl_ca_directory` the the system default will be used if available.
# File lib/aws-sdk-gamelift/client.rb, line 334 def initialize(*args) super end
Public Instance Methods
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][1
- FlexMatch events][2
-
(reference)
**Related actions**
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html [2]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :ticket_id
A unique identifier for a matchmaking ticket. The ticket must be in status `REQUIRES_ACCEPTANCE`; otherwise this request will fail.
@option params [required, Array<String>] :player_ids
A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
@option params [required, String] :acceptance_type
Player response to the proposed match.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.accept_match({ ticket_id: "MatchmakingIdStringModel", # required player_ids: ["NonZeroAndMaxString"], # required acceptance_type: "ACCEPT", # required, accepts ACCEPT, REJECT })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch AWS API Documentation
@overload accept_match
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 408 def accept_match(params = {}, options = {}) req = build_request(:accept_match, params) req.send_request(options) end
@param params ({}) @api private
# File lib/aws-sdk-gamelift/client.rb, line 9348 def build_request(operation_name, params = {}) handlers = @handlers.for(operation_name) context = Seahorse::Client::RequestContext.new( operation_name: operation_name, operation: config.api.operation(operation_name), client: self, params: params, config: config) context[:gem_name] = 'aws-sdk-gamelift' context[:gem_version] = '1.47.0' Seahorse::Client::Request.new(handlers, context) end
**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`.
<note markdown=“1”> 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.
</note>
**Learn more**
GameLift
FleetIQ Guide][1-
**Related actions**
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.
@option params [String] :game_server_id
A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.
@option params [String] :game_server_data
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.
@return [Types::ClaimGameServerOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ClaimGameServerOutput#game_server #game_server} => Types::GameServer
@example Request syntax with placeholder values
resp = client.claim_game_server({ game_server_group_name: "GameServerGroupNameOrArn", # required game_server_id: "GameServerId", game_server_data: "GameServerData", })
@example Response structure
resp.game_server.game_server_group_name #=> String resp.game_server.game_server_group_arn #=> String resp.game_server.game_server_id #=> String resp.game_server.instance_id #=> String resp.game_server.connection_info #=> String resp.game_server.game_server_data #=> String resp.game_server.claim_status #=> String, one of "CLAIMED" resp.game_server.utilization_status #=> String, one of "AVAILABLE", "UTILIZED" resp.game_server.registration_time #=> Time resp.game_server.last_claim_time #=> Time resp.game_server.last_health_check_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer AWS API Documentation
@overload
claim_game_server
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 516 def claim_game_server(params = {}, options = {}) req = build_request(:claim_game_server, params) req.send_request(options) end
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]
@option params [required, String] :name
A descriptive label that is associated with an alias. Alias names do not need to be unique.
@option params [String] :description
A human-readable description of the alias.
@option params [required, Types::RoutingStrategy] :routing_strategy
The routing configuration, including routing type and fleet target, for the alias.
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateAliasOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateAliasOutput#alias #alias} => Types::Alias
@example Request syntax with placeholder values
resp = client.create_alias({ name: "NonBlankAndLengthConstraintString", # required description: "NonZeroAndMaxString", routing_strategy: { # required type: "SIMPLE", # accepts SIMPLE, TERMINAL fleet_id: "FleetId", message: "FreeText", }, tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.alias.alias_id #=> String resp.alias.name #=> String resp.alias.alias_arn #=> String resp.alias.description #=> String resp.alias.routing_strategy.type #=> String, one of "SIMPLE", "TERMINAL" resp.alias.routing_strategy.fleet_id #=> String resp.alias.routing_strategy.message #=> String resp.alias.creation_time #=> Time resp.alias.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias AWS API Documentation
@overload create_alias
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 611 def create_alias(params = {}, options = {}) req = build_request(:create_alias, params) req.send_request(options) end
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 <a href=“https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html”>upload-build</a> . 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 theGameLift
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][2
- Create a Build with Files in Amazon S3][3
-
**Related actions**
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | [All APIs by task]
[1]: docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build [4]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :name
A descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.
@option params [String] :version
Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.
@option params [Types::S3Location] :storage_location
Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
@option params [String] :operating_system
The operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS\_2012). This value cannot be changed later.
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateBuildOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateBuildOutput#build #build} => Types::Build * {Types::CreateBuildOutput#upload_credentials #upload_credentials} => Types::AwsCredentials * {Types::CreateBuildOutput#storage_location #storage_location} => Types::S3Location
@example Request syntax with placeholder values
resp = client.create_build({ name: "NonZeroAndMaxString", version: "NonZeroAndMaxString", storage_location: { bucket: "NonEmptyString", key: "NonEmptyString", role_arn: "NonEmptyString", object_version: "NonEmptyString", }, operating_system: "WINDOWS_2012", # accepts WINDOWS_2012, AMAZON_LINUX, AMAZON_LINUX_2 tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.build.build_id #=> String resp.build.build_arn #=> String resp.build.name #=> String resp.build.version #=> String resp.build.status #=> String, one of "INITIALIZED", "READY", "FAILED" resp.build.size_on_disk #=> Integer resp.build.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.build.creation_time #=> Time resp.upload_credentials.access_key_id #=> String resp.upload_credentials.secret_access_key #=> String resp.upload_credentials.session_token #=> String resp.storage_location.bucket #=> String resp.storage_location.key #=> String resp.storage_location.role_arn #=> String resp.storage_location.object_version #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild AWS API Documentation
@overload
create_build
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 756 def create_build(params = {}, options = {}) req = build_request(:create_build, params) req.send_request(options) end
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][2
- Debug fleet creation issues][3
- Multi-location fleets][2
- Debug fleet creation issues][3
-
**Related actions**
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation [4]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
@option params [String] :description
A human-readable description of the fleet.
@option params [String] :build_id
The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in `READY` status. This fleet property cannot be changed later.
@option params [String] :script_id
The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.
@option params [String] :server_launch_path
**This parameter is no longer used.** Specify a server launch path using the `RuntimeConfiguration` parameter. Requests that use this parameter instead continue to be valid.
@option params [String] :server_launch_parameters
**This parameter is no longer used.** Specify server launch parameters using the `RuntimeConfiguration` parameter. Requests that use this parameter instead continue to be valid.
@option params [Array<String>] :log_paths
**This parameter is no longer used.** To specify where GameLift should store log files once a server process shuts down, use the GameLift server API `ProcessReady()` and specify one or more directory paths in `logParameters`. See more information in the [Server API Reference][1]. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process
@option params [required, String] :ec2_instance_type
The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See [Amazon EC2 Instance Types][1] for detailed descriptions of EC2 instance types. [1]: http://aws.amazon.com/ec2/instance-types/
@option params [Array<Types::IpPermission>] :ec2_inbound_permissions
The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.
@option params [String] :new_game_session_protection_policy
The status of termination protection for active game sessions on the fleet. By default, this property is set to `NoProtection`. You can also set game session protection for an individual game session by calling UpdateGameSession. * **NoProtection** - Game sessions can be terminated during active gameplay as a result of a scale-down event. * **FullProtection** - Game sessions in `ACTIVE` status cannot be terminated during a scale-down event.
@option params [Types::RuntimeConfiguration] :runtime_configuration
Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently. <note markdown="1"> The `RuntimeConfiguration` parameter is required unless the fleet is being configured using the older parameters `ServerLaunchPath` and `ServerLaunchParameters`, which are still supported for backward compatibility. </note>
@option params [Types::ResourceCreationLimitPolicy] :resource_creation_limit_policy
A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.
@option params [Array<String>] :metric_groups
The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
@option params [String] :peer_vpc_aws_account_id
Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.
@option params [String] :peer_vpc_id
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the AWS Management Console. Learn more about VPC peering in [VPC Peering with GameLift Fleets][2]. [1]: https://console.aws.amazon.com/vpc/ [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html
@option params [String] :fleet_type
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to `ON_DEMAND`. Learn more about when to use [ On-Demand versus Spot Instances][1]. This property cannot be changed after the fleet is created. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot
@option params [String] :instance_role_arn
A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the [IAM dashboard][1] in the AWS Management Console. Learn more about using on-box credentials for your game servers at [ Access external resources from a game server][2]. This property cannot be changed after the fleet is created. [1]: https://console.aws.amazon.com/iam/ [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html
@option params [Types::CertificateConfiguration] :certificate_configuration
Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the `CertificateConfiguration` is set to `DISABLED`. Learn more at [Securing Client/Server Communication][1]. This property cannot be changed after the fleet is created. Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security
@option params [Array<Types::LocationConfiguration>] :locations
A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as `us-west-2`. To create a fleet with instances in the home Region only, omit this parameter.
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the *AWS General Reference* for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateFleetOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateFleetOutput#fleet_attributes #fleet_attributes} => Types::FleetAttributes * {Types::CreateFleetOutput#location_states #location_states} => Array<Types::LocationState>
@example Request syntax with placeholder values
resp = client.create_fleet({ name: "NonZeroAndMaxString", # required description: "NonZeroAndMaxString", build_id: "BuildIdOrArn", script_id: "ScriptIdOrArn", server_launch_path: "NonZeroAndMaxString", server_launch_parameters: "NonZeroAndMaxString", log_paths: ["NonZeroAndMaxString"], ec2_instance_type: "t2.micro", # required, accepts t2.micro, t2.small, t2.medium, t2.large, c3.large, c3.xlarge, c3.2xlarge, c3.4xlarge, c3.8xlarge, c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r3.large, r3.xlarge, r3.2xlarge, r3.4xlarge, r3.8xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m3.medium, m3.large, m3.xlarge, m3.2xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge ec2_inbound_permissions: [ { from_port: 1, # required to_port: 1, # required ip_range: "NonBlankString", # required protocol: "TCP", # required, accepts TCP, UDP }, ], new_game_session_protection_policy: "NoProtection", # accepts NoProtection, FullProtection runtime_configuration: { server_processes: [ { launch_path: "NonZeroAndMaxString", # required parameters: "NonZeroAndMaxString", concurrent_executions: 1, # required }, ], max_concurrent_game_session_activations: 1, game_session_activation_timeout_seconds: 1, }, resource_creation_limit_policy: { new_game_sessions_per_creator: 1, policy_period_in_minutes: 1, }, metric_groups: ["MetricGroup"], peer_vpc_aws_account_id: "NonZeroAndMaxString", peer_vpc_id: "NonZeroAndMaxString", fleet_type: "ON_DEMAND", # accepts ON_DEMAND, SPOT instance_role_arn: "NonEmptyString", certificate_configuration: { certificate_type: "DISABLED", # required, accepts DISABLED, GENERATED }, locations: [ { location: "LocationStringModel", }, ], tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.fleet_attributes.fleet_id #=> String resp.fleet_attributes.fleet_arn #=> String resp.fleet_attributes.fleet_type #=> String, one of "ON_DEMAND", "SPOT" resp.fleet_attributes.instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.fleet_attributes.description #=> String resp.fleet_attributes.name #=> String resp.fleet_attributes.creation_time #=> Time resp.fleet_attributes.termination_time #=> Time resp.fleet_attributes.status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED" resp.fleet_attributes.build_id #=> String resp.fleet_attributes.build_arn #=> String resp.fleet_attributes.script_id #=> String resp.fleet_attributes.script_arn #=> String resp.fleet_attributes.server_launch_path #=> String resp.fleet_attributes.server_launch_parameters #=> String resp.fleet_attributes.log_paths #=> Array resp.fleet_attributes.log_paths[0] #=> String resp.fleet_attributes.new_game_session_protection_policy #=> String, one of "NoProtection", "FullProtection" resp.fleet_attributes.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.fleet_attributes.resource_creation_limit_policy.new_game_sessions_per_creator #=> Integer resp.fleet_attributes.resource_creation_limit_policy.policy_period_in_minutes #=> Integer resp.fleet_attributes.metric_groups #=> Array resp.fleet_attributes.metric_groups[0] #=> String resp.fleet_attributes.stopped_actions #=> Array resp.fleet_attributes.stopped_actions[0] #=> String, one of "AUTO_SCALING" resp.fleet_attributes.instance_role_arn #=> String resp.fleet_attributes.certificate_configuration.certificate_type #=> String, one of "DISABLED", "GENERATED" resp.location_states #=> Array resp.location_states[0].location #=> String resp.location_states[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED"
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet AWS API Documentation
@overload
create_fleet
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 1094 def create_fleet(params = {}, options = {}) req = build_request(:create_fleet, params) req.send_request(options) end
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.
<note markdown=“1”> 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.
</note>
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][1
- Multi-location fleets][1
-
**Related actions**
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.
@option params [required, Array<Types::LocationConfiguration>] :locations
A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as `us-west-2`.
@return [Types::CreateFleetLocationsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateFleetLocationsOutput#fleet_id #fleet_id} => String * {Types::CreateFleetLocationsOutput#fleet_arn #fleet_arn} => String * {Types::CreateFleetLocationsOutput#location_states #location_states} => Array<Types::LocationState>
@example Request syntax with placeholder values
resp = client.create_fleet_locations({ fleet_id: "FleetIdOrArn", # required locations: [ # required { location: "LocationStringModel", }, ], })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String resp.location_states #=> Array resp.location_states[0].location #=> String resp.location_states[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED"
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations AWS API Documentation
@overload
create_fleet_locations
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 1182 def create_fleet_locations(params = {}, options = {}) req = build_request(:create_fleet_locations, params) req.send_request(options) end
**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:
-
An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see
- Launching an Instance from a Launch Template][1
-
in the *Amazon
EC2 User Guide*.
-
An IAM role that extends limited access to your AWS account to allow
GameLift
FleetIQ to create and interact with the Auto Scaling group. For more information, see [Create IAM roles for cross-service interaction] in the *GameLift FleetIQ Developer Guide*.
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][3-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html [3]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [4]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.
@option params [required, String] :role_arn
The Amazon Resource Name ([ARN][1]) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
@option params [required, Integer] :min_size
The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
@option params [required, Integer] :max_size
The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
@option params [required, Types::LaunchTemplateSpecification] :launch_template
The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see [Creating a Launch Template for an Auto Scaling Group][1] in the *Amazon EC2 Auto Scaling User Guide*. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs. <note markdown="1"> If you specify network interfaces in your launch template, you must explicitly set the property `AssociatePublicIpAddress` to "true". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC. </note> [1]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html
@option params [required, Array<Types::InstanceDefinition>] :instance_definitions
The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see [EC2 Instance Types][1] in the *Amazon EC2 User Guide*. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see [ Instance Weighting for Amazon EC2 Auto Scaling][2] in the Amazon EC2 Auto Scaling User Guide. [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html [2]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html
@option params [Types::GameServerGroupAutoScalingPolicy] :auto_scaling_policy
Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric `"PercentUtilizedGameServers"` to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.
@option params [String] :balancing_strategy
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: * `SPOT_ONLY` - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. * `SPOT_PREFERRED` - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. * `ON_DEMAND_ONLY` - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
@option params [String] :game_server_protection_policy
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to `NO_PROTECTION` by default.
@option params [Array<String>] :vpc_subnets
A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is useful for resource management, access management, and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateGameServerGroupOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateGameServerGroupOutput#game_server_group #game_server_group} => Types::GameServerGroup
@example Request syntax with placeholder values
resp = client.create_game_server_group({ game_server_group_name: "GameServerGroupName", # required role_arn: "IamRoleArn", # required min_size: 1, # required max_size: 1, # required launch_template: { # required launch_template_id: "LaunchTemplateId", launch_template_name: "LaunchTemplateName", version: "LaunchTemplateVersion", }, instance_definitions: [ # required { instance_type: "c4.large", # required, accepts c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge weighted_capacity: "WeightedCapacity", }, ], auto_scaling_policy: { estimated_instance_warmup: 1, target_tracking_configuration: { # required target_value: 1.0, # required }, }, balancing_strategy: "SPOT_ONLY", # accepts SPOT_ONLY, SPOT_PREFERRED, ON_DEMAND_ONLY game_server_protection_policy: "NO_PROTECTION", # accepts NO_PROTECTION, FULL_PROTECTION vpc_subnets: ["VpcSubnet"], tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.game_server_group.game_server_group_name #=> String resp.game_server_group.game_server_group_arn #=> String resp.game_server_group.role_arn #=> String resp.game_server_group.instance_definitions #=> Array resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_group.instance_definitions[0].weighted_capacity #=> String resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_group.auto_scaling_group_arn #=> String resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_group.status_reason #=> String resp.game_server_group.suspended_actions #=> Array resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_group.creation_time #=> Time resp.game_server_group.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup AWS API Documentation
@overload
create_game_server_group
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 1436 def create_game_server_group(params = {}, options = {}) req = build_request(:create_game_server_group, params) req.send_request(options) end
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][1
-
**Related actions**
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :fleet_id
A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
@option params [String] :alias_id
A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
@option params [required, Integer] :maximum_player_session_count
The maximum number of players that can be connected simultaneously to the game session.
@option params [String] :name
A descriptive label that is associated with a game session. Session names do not need to be unique.
@option params [Array<Types::GameProperty>] :game_properties
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session.
@option params [String] :creator_id
A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.
@option params [String] :game_session_id
*This parameter is no longer preferred. Please use `IdempotencyToken` instead.* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.
@option params [String] :idempotency_token
Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original `GameSession` object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: `arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>`. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.
@option params [String] :game_session_data
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
@option params [String] :location
A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an AWS Region code such as `us-west-2`.
@return [Types::CreateGameSessionOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateGameSessionOutput#game_session #game_session} => Types::GameSession
@example Request syntax with placeholder values
resp = client.create_game_session({ fleet_id: "FleetIdOrArn", alias_id: "AliasIdOrArn", maximum_player_session_count: 1, # required name: "NonZeroAndMaxString", game_properties: [ { key: "GamePropertyKey", # required value: "GamePropertyValue", # required }, ], creator_id: "NonZeroAndMaxString", game_session_id: "IdStringModel", idempotency_token: "IdStringModel", game_session_data: "LargeGameSessionData", location: "LocationStringModel", })
@example Response structure
resp.game_session.game_session_id #=> String resp.game_session.name #=> String resp.game_session.fleet_id #=> String resp.game_session.fleet_arn #=> String resp.game_session.creation_time #=> Time resp.game_session.termination_time #=> Time resp.game_session.current_player_session_count #=> Integer resp.game_session.maximum_player_session_count #=> Integer resp.game_session.status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR" resp.game_session.status_reason #=> String, one of "INTERRUPTED" resp.game_session.game_properties #=> Array resp.game_session.game_properties[0].key #=> String resp.game_session.game_properties[0].value #=> String resp.game_session.ip_address #=> String resp.game_session.dns_name #=> String resp.game_session.port #=> Integer resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL" resp.game_session.creator_id #=> String resp.game_session.game_session_data #=> String resp.game_session.matchmaker_data #=> String resp.game_session.location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession AWS API Documentation
@overload
create_game_session
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 1610 def create_game_session(params = {}, options = {}) req = build_request(:create_game_session, params) req.send_request(options) end
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][1
- Create a game session queue][2
-
**Related actions**
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
@option params [Integer] :timeout_in_seconds
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a `TIMED_OUT` status.
@option params [Array<Types::PlayerLatencyPolicy>] :player_latency_policies
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
@option params [Array<Types::GameSessionQueueDestination>] :destinations
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
@option params [Types::FilterConfiguration] :filter_configuration
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as `us-west-2`. If this parameter is not set, game sessions can be placed in any queue location.
@option params [Types::PriorityConfiguration] :priority_configuration
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
@option params [String] :custom_event_data
Information to be added to all events that are related to this game session queue.
@option params [String] :notification_target
An SNS topic ARN that is set up to receive game session placement notifications. See [ Setting up notifications for game session placement][1]. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateGameSessionQueueOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateGameSessionQueueOutput#game_session_queue #game_session_queue} => Types::GameSessionQueue
@example Request syntax with placeholder values
resp = client.create_game_session_queue({ name: "GameSessionQueueName", # required timeout_in_seconds: 1, player_latency_policies: [ { maximum_individual_player_latency_milliseconds: 1, policy_duration_seconds: 1, }, ], destinations: [ { destination_arn: "ArnStringModel", }, ], filter_configuration: { allowed_locations: ["LocationStringModel"], }, priority_configuration: { priority_order: ["LATENCY"], # accepts LATENCY, COST, DESTINATION, LOCATION location_order: ["LocationStringModel"], }, custom_event_data: "QueueCustomEventData", notification_target: "QueueSnsArnStringModel", tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.game_session_queue.name #=> String resp.game_session_queue.game_session_queue_arn #=> String resp.game_session_queue.timeout_in_seconds #=> Integer resp.game_session_queue.player_latency_policies #=> Array resp.game_session_queue.player_latency_policies[0].maximum_individual_player_latency_milliseconds #=> Integer resp.game_session_queue.player_latency_policies[0].policy_duration_seconds #=> Integer resp.game_session_queue.destinations #=> Array resp.game_session_queue.destinations[0].destination_arn #=> String resp.game_session_queue.filter_configuration.allowed_locations #=> Array resp.game_session_queue.filter_configuration.allowed_locations[0] #=> String resp.game_session_queue.priority_configuration.priority_order #=> Array resp.game_session_queue.priority_configuration.priority_order[0] #=> String, one of "LATENCY", "COST", "DESTINATION", "LOCATION" resp.game_session_queue.priority_configuration.location_order #=> Array resp.game_session_queue.priority_configuration.location_order[0] #=> String resp.game_session_queue.custom_event_data #=> String resp.game_session_queue.notification_target #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue AWS API Documentation
@overload
create_game_session_queue
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 1790 def create_game_session_queue(params = {}, options = {}) req = build_request(:create_game_session_queue, params) req.send_request(options) end
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][1
- Set up FlexMatch event notification][2
-
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html [2]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
@option params [String] :description
A human-readable description of the matchmaking configuration.
@option params [Array<String>] :game_session_queue_arns
The Amazon Resource Name ([ARN][1]) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is `arn:aws:gamelift:<region>::gamesessionqueue/<queue name>`. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If `FlexMatchMode` is set to `STANDALONE`, do not set this parameter. [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
@option params [required, Integer] :request_timeout_seconds
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
@option params [Integer] :acceptance_timeout_seconds
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
@option params [required, Boolean] :acceptance_required
A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to `TRUE`. With this option enabled, matchmaking tickets use the status `REQUIRES_ACCEPTANCE` to indicate when a completed potential match is waiting for player acceptance.
@option params [required, String] :rule_set_name
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
@option params [String] :notification_target
An SNS topic ARN that is set up to receive matchmaking notifications. See [ Setting up notifications for matchmaking][1] for more information. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html
@option params [Integer] :additional_player_count
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if `FlexMatchMode` is set to `STANDALONE`.
@option params [String] :custom_event_data
Information to be added to all events related to this matchmaking configuration.
@option params [Array<Types::GameProperty>] :game_properties
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see [Start a Game Session][1]). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if `FlexMatchMode` is set to `STANDALONE`. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
@option params [String] :game_session_data
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see [Start a Game Session][1]). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if `FlexMatchMode` is set to `STANDALONE`. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
@option params [String] :backfill_mode
The method used to backfill game sessions that are created with this matchmaking configuration. Specify `MANUAL` when your game manages backfill requests manually or does not use the match backfill feature. Specify `AUTOMATIC` to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in [ Backfill Existing Games with FlexMatch][1]. Automatic backfill is not available when `FlexMatchMode` is set to `STANDALONE`. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html
@option params [String] :flex_match_mode
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. * **STANDALONE** - FlexMatch forms matches and returns match information, including players and team assignments, in a [ MatchmakingSucceeded][1] event. * **WITH\_QUEUE** - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateMatchmakingConfigurationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateMatchmakingConfigurationOutput#configuration #configuration} => Types::MatchmakingConfiguration
@example Request syntax with placeholder values
resp = client.create_matchmaking_configuration({ name: "MatchmakingIdStringModel", # required description: "NonZeroAndMaxString", game_session_queue_arns: ["ArnStringModel"], request_timeout_seconds: 1, # required acceptance_timeout_seconds: 1, acceptance_required: false, # required rule_set_name: "MatchmakingRuleSetName", # required notification_target: "SnsArnStringModel", additional_player_count: 1, custom_event_data: "CustomEventData", game_properties: [ { key: "GamePropertyKey", # required value: "GamePropertyValue", # required }, ], game_session_data: "GameSessionData", backfill_mode: "AUTOMATIC", # accepts AUTOMATIC, MANUAL flex_match_mode: "STANDALONE", # accepts STANDALONE, WITH_QUEUE tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.configuration.name #=> String resp.configuration.configuration_arn #=> String resp.configuration.description #=> String resp.configuration.game_session_queue_arns #=> Array resp.configuration.game_session_queue_arns[0] #=> String resp.configuration.request_timeout_seconds #=> Integer resp.configuration.acceptance_timeout_seconds #=> Integer resp.configuration.acceptance_required #=> Boolean resp.configuration.rule_set_name #=> String resp.configuration.rule_set_arn #=> String resp.configuration.notification_target #=> String resp.configuration.additional_player_count #=> Integer resp.configuration.custom_event_data #=> String resp.configuration.creation_time #=> Time resp.configuration.game_properties #=> Array resp.configuration.game_properties[0].key #=> String resp.configuration.game_properties[0].value #=> String resp.configuration.game_session_data #=> String resp.configuration.backfill_mode #=> String, one of "AUTOMATIC", "MANUAL" resp.configuration.flex_match_mode #=> String, one of "STANDALONE", "WITH_QUEUE"
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration AWS API Documentation
@overload
create_matchmaking_configuration
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2032 def create_matchmaking_configuration(params = {}, options = {}) req = build_request(:create_matchmaking_configuration, params) req.send_request(options) end
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**
- Build a rule set][1
- Design a matchmaker][2
- Matchmaking with FlexMatch][3
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html [2]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html [3]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html [4]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional `name` field in the rule set body.
@option params [required, String] :rule_set_body
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateMatchmakingRuleSetOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateMatchmakingRuleSetOutput#rule_set #rule_set} => Types::MatchmakingRuleSet
@example Request syntax with placeholder values
resp = client.create_matchmaking_rule_set({ name: "MatchmakingIdStringModel", # required rule_set_body: "RuleSetBody", # required tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.rule_set.rule_set_name #=> String resp.rule_set.rule_set_arn #=> String resp.rule_set.rule_set_body #=> String resp.rule_set.creation_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet AWS API Documentation
@overload create_matchmaking_rule_set
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2127 def create_matchmaking_rule_set(params = {}, options = {}) req = build_request(:create_matchmaking_rule_set, params) req.send_request(options) end
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]
@option params [required, String] :game_session_id
A unique identifier for the game session to add a player to.
@option params [required, String] :player_id
A unique identifier for a player. Player IDs are developer-defined.
@option params [String] :player_data
Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
@return [Types::CreatePlayerSessionOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreatePlayerSessionOutput#player_session #player_session} => Types::PlayerSession
@example Request syntax with placeholder values
resp = client.create_player_session({ game_session_id: "ArnStringModel", # required player_id: "NonZeroAndMaxString", # required player_data: "PlayerData", })
@example Response structure
resp.player_session.player_session_id #=> String resp.player_session.player_id #=> String resp.player_session.game_session_id #=> String resp.player_session.fleet_id #=> String resp.player_session.fleet_arn #=> String resp.player_session.creation_time #=> Time resp.player_session.termination_time #=> Time resp.player_session.status #=> String, one of "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT" resp.player_session.ip_address #=> String resp.player_session.dns_name #=> String resp.player_session.port #=> Integer resp.player_session.player_data #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession AWS API Documentation
@overload create_player_session
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2201 def create_player_session(params = {}, options = {}) req = build_request(:create_player_session, params) req.send_request(options) end
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]
@option params [required, String] :game_session_id
A unique identifier for the game session to add players to.
@option params [required, Array<String>] :player_ids
List of unique identifiers for the players to be added.
@option params [Hash<String,String>] :player_data_map
Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the `PlayerIds` parameter are ignored.
@return [Types::CreatePlayerSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreatePlayerSessionsOutput#player_sessions #player_sessions} => Array<Types::PlayerSession>
@example Request syntax with placeholder values
resp = client.create_player_sessions({ game_session_id: "ArnStringModel", # required player_ids: ["NonZeroAndMaxString"], # required player_data_map: { "NonZeroAndMaxString" => "PlayerData", }, })
@example Response structure
resp.player_sessions #=> Array resp.player_sessions[0].player_session_id #=> String resp.player_sessions[0].player_id #=> String resp.player_sessions[0].game_session_id #=> String resp.player_sessions[0].fleet_id #=> String resp.player_sessions[0].fleet_arn #=> String resp.player_sessions[0].creation_time #=> Time resp.player_sessions[0].termination_time #=> Time resp.player_sessions[0].status #=> String, one of "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT" resp.player_sessions[0].ip_address #=> String resp.player_sessions[0].dns_name #=> String resp.player_sessions[0].port #=> Integer resp.player_sessions[0].player_data #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions AWS API Documentation
@overload create_player_sessions
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2282 def create_player_sessions(params = {}, options = {}) req = build_request(:create_player_sessions, params) req.send_request(options) end
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][1- Set Up a Role for Amazon
GameLift
Access][2 - Set Up a Role for Amazon
-
**Related actions**
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :name
A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
@option params [String] :version
Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
@option params [Types::S3Location] :storage_location
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the `ObjectVersion` parameter to specify an earlier version.
@option params [String, StringIO, File] :zip_file
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: `--zip-file fileb://myRealtimeScript.zip`.
@option params [Array<Types::Tag>] :tags
A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging AWS Resources][1] in the *AWS General Reference*. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Types::CreateScriptOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::CreateScriptOutput#script #script} => Types::Script
@example Request syntax with placeholder values
resp = client.create_script({ name: "NonZeroAndMaxString", version: "NonZeroAndMaxString", storage_location: { bucket: "NonEmptyString", key: "NonEmptyString", role_arn: "NonEmptyString", object_version: "NonEmptyString", }, zip_file: "data", tags: [ { key: "TagKey", # required value: "TagValue", # required }, ], })
@example Response structure
resp.script.script_id #=> String resp.script.script_arn #=> String resp.script.name #=> String resp.script.version #=> String resp.script.size_on_disk #=> Integer resp.script.creation_time #=> Time resp.script.storage_location.bucket #=> String resp.script.storage_location.key #=> String resp.script.storage_location.role_arn #=> String resp.script.storage_location.object_version #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript AWS API Documentation
@overload
create_script
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2415 def create_script(params = {}, options = {}) req = build_request(:create_script, params) req.send_request(options) end
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]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
@option params [required, String] :peer_vpc_aws_account_id
A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.
@option params [required, String] :peer_vpc_id
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the [VPC Dashboard][1] in the AWS Management Console. Learn more about VPC peering in [VPC Peering with GameLift Fleets][2]. [1]: https://console.aws.amazon.com/vpc/ [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.create_vpc_peering_connection({ fleet_id: "FleetId", # required peer_vpc_aws_account_id: "NonZeroAndMaxString", # required peer_vpc_id: "NonZeroAndMaxString", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection AWS API Documentation
@overload create_vpc_peering_connection
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2583 def create_vpc_peering_connection(params = {}, options = {}) req = build_request(:create_vpc_peering_connection, params) req.send_request(options) end
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]
@option params [required, String] :alias_id
A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_alias({ alias_id: "AliasIdOrArn", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias AWS API Documentation
@overload delete_alias
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2618 def delete_alias(params = {}, options = {}) req = build_request(:delete_alias, params) req.send_request(options) end
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][1
-
**Related actions**
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :build_id
A unique identifier for the build to delete. You can use either the build ID or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_build({ build_id: "BuildIdOrArn", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild AWS API Documentation
@overload
delete_build
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2660 def delete_build(params = {}, options = {}) req = build_request(:delete_build, params) req.send_request(options) end
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.
<note markdown=“1”> 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.
</note>
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][1 -
**Related actions**
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_fleet({ fleet_id: "FleetIdOrArn", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet AWS API Documentation
@overload
delete_fleet
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2715 def delete_fleet(params = {}, options = {}) req = build_request(:delete_fleet, params) req.send_request(options) end
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][1 -
**Related actions**
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.
@option params [required, Array<String>] :locations
The list of fleet locations to delete. Specify locations in the form of an AWS Region code, such as `us-west-2`.
@return [Types::DeleteFleetLocationsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DeleteFleetLocationsOutput#fleet_id #fleet_id} => String * {Types::DeleteFleetLocationsOutput#fleet_arn #fleet_arn} => String * {Types::DeleteFleetLocationsOutput#location_states #location_states} => Array<Types::LocationState>
@example Request syntax with placeholder values
resp = client.delete_fleet_locations({ fleet_id: "FleetIdOrArn", # required locations: ["LocationStringModel"], # required })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String resp.location_states #=> Array resp.location_states[0].location #=> String resp.location_states[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED"
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations AWS API Documentation
@overload
delete_fleet_locations
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2782 def delete_fleet_locations(params = {}, options = {}) req = build_request(:delete_fleet_locations, params) req.send_request(options) end
**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][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
@option params [String] :delete_option
The type of delete to perform. Options include the following: * `SAFE_DELETE` – (default) Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that are in `UTILIZED` status. * `FORCE_DELETE` – Terminates the game server group, including all active game servers regardless of their utilization status, and the EC2 Auto Scaling group. * `RETAIN` – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
@return [Types::DeleteGameServerGroupOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DeleteGameServerGroupOutput#game_server_group #game_server_group} => Types::GameServerGroup
@example Request syntax with placeholder values
resp = client.delete_game_server_group({ game_server_group_name: "GameServerGroupNameOrArn", # required delete_option: "SAFE_DELETE", # accepts SAFE_DELETE, FORCE_DELETE, RETAIN })
@example Response structure
resp.game_server_group.game_server_group_name #=> String resp.game_server_group.game_server_group_arn #=> String resp.game_server_group.role_arn #=> String resp.game_server_group.instance_definitions #=> Array resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_group.instance_definitions[0].weighted_capacity #=> String resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_group.auto_scaling_group_arn #=> String resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_group.status_reason #=> String resp.game_server_group.suspended_actions #=> Array resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_group.creation_time #=> Time resp.game_server_group.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup AWS API Documentation
@overload
delete_game_server_group
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2885 def delete_game_server_group(params = {}, options = {}) req = build_request(:delete_game_server_group, params) req.send_request(options) end
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][1
-
**Related actions**
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_game_session_queue({ name: "GameSessionQueueNameOrArn", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue AWS API Documentation
@overload
delete_game_session_queue
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2926 def delete_game_session_queue(params = {}, options = {}) req = build_request(:delete_game_session_queue, params) req.send_request(options) end
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]
@option params [required, String] :name
A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_matchmaking_configuration({ name: "MatchmakingConfigurationName", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration AWS API Documentation
@overload delete_matchmaking_configuration
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 2963 def delete_matchmaking_configuration(params = {}, options = {}) req = build_request(:delete_matchmaking_configuration, params) req.send_request(options) end
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**
- Build a rule set][1
^
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_matchmaking_rule_set({ name: "MatchmakingRuleSetName", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet AWS API Documentation
@overload delete_matchmaking_rule_set
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3008 def delete_matchmaking_rule_set(params = {}, options = {}) req = build_request(:delete_matchmaking_rule_set, params) req.send_request(options) end
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]
@option params [required, String] :name
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
@option params [required, String] :fleet_id
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_scaling_policy({ name: "NonZeroAndMaxString", # required fleet_id: "FleetIdOrArn", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy AWS API Documentation
@overload delete_scaling_policy
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3053 def delete_scaling_policy(params = {}, options = {}) req = build_request(:delete_scaling_policy, params) req.send_request(options) end
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][1 -
**Related actions**
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :script_id
A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_script({ script_id: "ScriptIdOrArn", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript AWS API Documentation
@overload
delete_script
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3098 def delete_script(params = {}, options = {}) req = build_request(:delete_script, params) req.send_request(options) end
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]
@option params [required, String] :fleet_id
A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
@option params [required, String] :vpc_peering_connection_id
A unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.delete_vpc_peering_connection({ fleet_id: "FleetId", # required vpc_peering_connection_id: "NonZeroAndMaxString", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection AWS API Documentation
@overload delete_vpc_peering_connection
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3198 def delete_vpc_peering_connection(params = {}, options = {}) req = build_request(:delete_vpc_peering_connection, params) req.send_request(options) end
**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][1-
**Related actions**
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
@option params [required, String] :game_server_id
A custom string that uniquely identifies the game server to deregister.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.deregister_game_server({ game_server_group_name: "GameServerGroupNameOrArn", # required game_server_id: "GameServerId", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer AWS API Documentation
@overload
deregister_game_server
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3250 def deregister_game_server(params = {}, options = {}) req = build_request(:deregister_game_server, params) req.send_request(options) end
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]
@option params [required, String] :alias_id
The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
@return [Types::DescribeAliasOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeAliasOutput#alias #alias} => Types::Alias
@example Request syntax with placeholder values
resp = client.describe_alias({ alias_id: "AliasIdOrArn", # required })
@example Response structure
resp.alias.alias_id #=> String resp.alias.name #=> String resp.alias.alias_arn #=> String resp.alias.description #=> String resp.alias.routing_strategy.type #=> String, one of "SIMPLE", "TERMINAL" resp.alias.routing_strategy.fleet_id #=> String resp.alias.routing_strategy.message #=> String resp.alias.creation_time #=> Time resp.alias.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias AWS API Documentation
@overload describe_alias
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3301 def describe_alias(params = {}, options = {}) req = build_request(:describe_alias, params) req.send_request(options) end
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][1
-
**Related actions**
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :build_id
A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.
@return [Types::DescribeBuildOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeBuildOutput#build #build} => Types::Build
@example Request syntax with placeholder values
resp = client.describe_build({ build_id: "BuildIdOrArn", # required })
@example Response structure
resp.build.build_id #=> String resp.build.build_arn #=> String resp.build.name #=> String resp.build.version #=> String resp.build.status #=> String, one of "INITIALIZED", "READY", "FAILED" resp.build.size_on_disk #=> Integer resp.build.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.build.creation_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild AWS API Documentation
@overload
describe_build
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3353 def describe_build(params = {}, options = {}) req = build_request(:describe_build, params) req.send_request(options) end
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][2 -
**Related actions**
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | [All APIs by task]
[1]: aws.amazon.com/ec2/instance-types/ [2]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :ec2_instance_type
Name of an EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
@option params [String] :location
The name of a remote location to request instance limits for, in the form of an AWS Region code such as `us-west-2`.
@return [Types::DescribeEC2InstanceLimitsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeEC2InstanceLimitsOutput#ec2_instance_limits #ec2_instance_limits} => Array<Types::EC2InstanceLimit>
@example Request syntax with placeholder values
resp = client.describe_ec2_instance_limits({ ec2_instance_type: "t2.micro", # accepts t2.micro, t2.small, t2.medium, t2.large, c3.large, c3.xlarge, c3.2xlarge, c3.4xlarge, c3.8xlarge, c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r3.large, r3.xlarge, r3.2xlarge, r3.4xlarge, r3.8xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m3.medium, m3.large, m3.xlarge, m3.2xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge location: "LocationStringModel", })
@example Response structure
resp.ec2_instance_limits #=> Array resp.ec2_instance_limits[0].ec2_instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.ec2_instance_limits[0].current_instances #=> Integer resp.ec2_instance_limits[0].instance_limit #=> Integer resp.ec2_instance_limits[0].location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits AWS API Documentation
@overload
describe_ec2_instance_limits
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3457 def describe_ec2_instance_limits(params = {}, options = {}) req = build_request(:describe_ec2_instance_limits, params) req.send_request(options) end
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.
<note markdown=“1”> 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.
</note>
**Learn more**
- Setting up
GameLift
fleets][1 -
**Related actions**
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Array<String>] :fleet_ids
A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
@return [Types::DescribeFleetAttributesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetAttributesOutput#fleet_attributes #fleet_attributes} => Array<Types::FleetAttributes> * {Types::DescribeFleetAttributesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_fleet_attributes({ fleet_ids: ["FleetIdOrArn"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.fleet_attributes #=> Array resp.fleet_attributes[0].fleet_id #=> String resp.fleet_attributes[0].fleet_arn #=> String resp.fleet_attributes[0].fleet_type #=> String, one of "ON_DEMAND", "SPOT" resp.fleet_attributes[0].instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.fleet_attributes[0].description #=> String resp.fleet_attributes[0].name #=> String resp.fleet_attributes[0].creation_time #=> Time resp.fleet_attributes[0].termination_time #=> Time resp.fleet_attributes[0].status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED" resp.fleet_attributes[0].build_id #=> String resp.fleet_attributes[0].build_arn #=> String resp.fleet_attributes[0].script_id #=> String resp.fleet_attributes[0].script_arn #=> String resp.fleet_attributes[0].server_launch_path #=> String resp.fleet_attributes[0].server_launch_parameters #=> String resp.fleet_attributes[0].log_paths #=> Array resp.fleet_attributes[0].log_paths[0] #=> String resp.fleet_attributes[0].new_game_session_protection_policy #=> String, one of "NoProtection", "FullProtection" resp.fleet_attributes[0].operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.fleet_attributes[0].resource_creation_limit_policy.new_game_sessions_per_creator #=> Integer resp.fleet_attributes[0].resource_creation_limit_policy.policy_period_in_minutes #=> Integer resp.fleet_attributes[0].metric_groups #=> Array resp.fleet_attributes[0].metric_groups[0] #=> String resp.fleet_attributes[0].stopped_actions #=> Array resp.fleet_attributes[0].stopped_actions[0] #=> String, one of "AUTO_SCALING" resp.fleet_attributes[0].instance_role_arn #=> String resp.fleet_attributes[0].certificate_configuration.certificate_type #=> String, one of "DISABLED", "GENERATED" resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes AWS API Documentation
@overload
describe_fleet_attributes
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3570 def describe_fleet_attributes(params = {}, options = {}) req = build_request(:describe_fleet_attributes, params) req.send_request(options) end
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.
<note markdown=“1”> 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.
</note>
**Learn more**
- Setting up
GameLift
fleets][1GameLift
metrics for fleets][2 -
**Related actions**
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Array<String>] :fleet_ids
A unique identifier for the fleet(s) to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
@return [Types::DescribeFleetCapacityOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetCapacityOutput#fleet_capacity #fleet_capacity} => Array<Types::FleetCapacity> * {Types::DescribeFleetCapacityOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_fleet_capacity({ fleet_ids: ["FleetIdOrArn"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.fleet_capacity #=> Array resp.fleet_capacity[0].fleet_id #=> String resp.fleet_capacity[0].fleet_arn #=> String resp.fleet_capacity[0].instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.fleet_capacity[0].instance_counts.desired #=> Integer resp.fleet_capacity[0].instance_counts.minimum #=> Integer resp.fleet_capacity[0].instance_counts.maximum #=> Integer resp.fleet_capacity[0].instance_counts.pending #=> Integer resp.fleet_capacity[0].instance_counts.active #=> Integer resp.fleet_capacity[0].instance_counts.idle #=> Integer resp.fleet_capacity[0].instance_counts.terminating #=> Integer resp.fleet_capacity[0].location #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity AWS API Documentation
@overload
describe_fleet_capacity
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3678 def describe_fleet_capacity(params = {}, options = {}) req = build_request(:describe_fleet_capacity, params) req.send_request(options) end
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][1 -
**Related actions**
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
@option params [Time,DateTime,Date,Integer,String] :start_time
The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
@option params [Time,DateTime,Date,Integer,String] :end_time
The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeFleetEventsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetEventsOutput#events #events} => Array<Types::Event> * {Types::DescribeFleetEventsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_fleet_events({ fleet_id: "FleetIdOrArn", # required start_time: Time.now, end_time: Time.now, limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.events #=> Array resp.events[0].event_id #=> String resp.events[0].resource_id #=> String resp.events[0].event_code #=> String, one of "GENERIC_EVENT", "FLEET_CREATED", "FLEET_DELETED", "FLEET_SCALING_EVENT", "FLEET_STATE_DOWNLOADING", "FLEET_STATE_VALIDATING", "FLEET_STATE_BUILDING", "FLEET_STATE_ACTIVATING", "FLEET_STATE_ACTIVE", "FLEET_STATE_ERROR", "FLEET_INITIALIZATION_FAILED", "FLEET_BINARY_DOWNLOAD_FAILED", "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND", "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE", "FLEET_VALIDATION_TIMED_OUT", "FLEET_ACTIVATION_FAILED", "FLEET_ACTIVATION_FAILED_NO_INSTANCES", "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED", "SERVER_PROCESS_INVALID_PATH", "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT", "SERVER_PROCESS_PROCESS_READY_TIMEOUT", "SERVER_PROCESS_CRASHED", "SERVER_PROCESS_TERMINATED_UNHEALTHY", "SERVER_PROCESS_FORCE_TERMINATED", "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT", "GAME_SESSION_ACTIVATION_TIMEOUT", "FLEET_CREATION_EXTRACTING_BUILD", "FLEET_CREATION_RUNNING_INSTALLER", "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG", "FLEET_VPC_PEERING_SUCCEEDED", "FLEET_VPC_PEERING_FAILED", "FLEET_VPC_PEERING_DELETED", "INSTANCE_INTERRUPTED" resp.events[0].message #=> String resp.events[0].event_time #=> Time resp.events[0].pre_signed_log_url #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents AWS API Documentation
@overload
describe_fleet_events
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3771 def describe_fleet_events(params = {}, options = {}) req = build_request(:describe_fleet_events, params) req.send_request(options) end
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][1 -
**Related actions**
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
@option params [Array<String>] :locations
A list of fleet locations to retrieve information for. Specify locations in the form of an AWS Region code, such as `us-west-2`.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. This limit is not currently enforced.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeFleetLocationAttributesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetLocationAttributesOutput#fleet_id #fleet_id} => String * {Types::DescribeFleetLocationAttributesOutput#fleet_arn #fleet_arn} => String * {Types::DescribeFleetLocationAttributesOutput#location_attributes #location_attributes} => Array<Types::LocationAttributes> * {Types::DescribeFleetLocationAttributesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_fleet_location_attributes({ fleet_id: "FleetIdOrArn", # required locations: ["LocationStringModel"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String resp.location_attributes #=> Array resp.location_attributes[0].location_state.location #=> String resp.location_attributes[0].location_state.status #=> String, one of "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED" resp.location_attributes[0].stopped_actions #=> Array resp.location_attributes[0].stopped_actions[0] #=> String, one of "AUTO_SCALING" resp.location_attributes[0].update_status #=> String, one of "PENDING_UPDATE" resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes AWS API Documentation
@overload
describe_fleet_location_attributes
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3867 def describe_fleet_location_attributes(params = {}, options = {}) req = build_request(:describe_fleet_location_attributes, params) req.send_request(options) end
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][1GameLift
metrics for fleets][2 -
**Related actions**
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.
@option params [required, String] :location
The fleet location to retrieve capacity information for. Specify a location in the form of an AWS Region code, such as `us-west-2`.
@return [Types::DescribeFleetLocationCapacityOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetLocationCapacityOutput#fleet_capacity #fleet_capacity} => Types::FleetCapacity
@example Request syntax with placeholder values
resp = client.describe_fleet_location_capacity({ fleet_id: "FleetIdOrArn", # required location: "LocationStringModel", # required })
@example Response structure
resp.fleet_capacity.fleet_id #=> String resp.fleet_capacity.fleet_arn #=> String resp.fleet_capacity.instance_type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.fleet_capacity.instance_counts.desired #=> Integer resp.fleet_capacity.instance_counts.minimum #=> Integer resp.fleet_capacity.instance_counts.maximum #=> Integer resp.fleet_capacity.instance_counts.pending #=> Integer resp.fleet_capacity.instance_counts.active #=> Integer resp.fleet_capacity.instance_counts.idle #=> Integer resp.fleet_capacity.instance_counts.terminating #=> Integer resp.fleet_capacity.location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity AWS API Documentation
@overload
describe_fleet_location_capacity
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 3941 def describe_fleet_location_capacity(params = {}, options = {}) req = build_request(:describe_fleet_location_capacity, params) req.send_request(options) end
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][1GameLift
metrics for fleets][2 -
**Related actions**
CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.
@option params [required, String] :location
The fleet location to retrieve utilization information for. Specify a location in the form of an AWS Region code, such as `us-west-2`.
@return [Types::DescribeFleetLocationUtilizationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetLocationUtilizationOutput#fleet_utilization #fleet_utilization} => Types::FleetUtilization
@example Request syntax with placeholder values
resp = client.describe_fleet_location_utilization({ fleet_id: "FleetIdOrArn", # required location: "LocationStringModel", # required })
@example Response structure
resp.fleet_utilization.fleet_id #=> String resp.fleet_utilization.fleet_arn #=> String resp.fleet_utilization.active_server_process_count #=> Integer resp.fleet_utilization.active_game_session_count #=> Integer resp.fleet_utilization.current_player_session_count #=> Integer resp.fleet_utilization.maximum_player_session_count #=> Integer resp.fleet_utilization.location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization AWS API Documentation
@overload
describe_fleet_location_utilization
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4010 def describe_fleet_location_utilization(params = {}, options = {}) req = build_request(:describe_fleet_location_utilization, params) req.send_request(options) end
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][1 -
**Related actions**
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
@option params [String] :location
A remote location to check for status of port setting updates. Use the AWS Region code format, such as `us-west-2`.
@return [Types::DescribeFleetPortSettingsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetPortSettingsOutput#fleet_id #fleet_id} => String * {Types::DescribeFleetPortSettingsOutput#fleet_arn #fleet_arn} => String * {Types::DescribeFleetPortSettingsOutput#inbound_permissions #inbound_permissions} => Array<Types::IpPermission> * {Types::DescribeFleetPortSettingsOutput#update_status #update_status} => String * {Types::DescribeFleetPortSettingsOutput#location #location} => String
@example Request syntax with placeholder values
resp = client.describe_fleet_port_settings({ fleet_id: "FleetIdOrArn", # required location: "LocationStringModel", })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String resp.inbound_permissions #=> Array resp.inbound_permissions[0].from_port #=> Integer resp.inbound_permissions[0].to_port #=> Integer resp.inbound_permissions[0].ip_range #=> String resp.inbound_permissions[0].protocol #=> String, one of "TCP", "UDP" resp.update_status #=> String, one of "PENDING_UPDATE" resp.location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings AWS API Documentation
@overload
describe_fleet_port_settings
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4091 def describe_fleet_port_settings(params = {}, options = {}) req = build_request(:describe_fleet_port_settings, params) req.send_request(options) end
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.
<note markdown=“1”> 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.
</note>
**Learn more**
- Setting up
GameLift
Fleets][1GameLift
Metrics for Fleets][2 -
**Related actions**
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Array<String>] :fleet_ids
A unique identifier for the fleet(s) to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
@return [Types::DescribeFleetUtilizationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeFleetUtilizationOutput#fleet_utilization #fleet_utilization} => Array<Types::FleetUtilization> * {Types::DescribeFleetUtilizationOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_fleet_utilization({ fleet_ids: ["FleetIdOrArn"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.fleet_utilization #=> Array resp.fleet_utilization[0].fleet_id #=> String resp.fleet_utilization[0].fleet_arn #=> String resp.fleet_utilization[0].active_server_process_count #=> Integer resp.fleet_utilization[0].active_game_session_count #=> Integer resp.fleet_utilization[0].current_player_session_count #=> Integer resp.fleet_utilization[0].maximum_player_session_count #=> Integer resp.fleet_utilization[0].location #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization AWS API Documentation
@overload
describe_fleet_utilization
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4194 def describe_fleet_utilization(params = {}, options = {}) req = build_request(:describe_fleet_utilization, params) req.send_request(options) end
**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][1-
**Related actions**
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
@option params [required, String] :game_server_id
A custom string that uniquely identifies the game server information to be retrieved.
@return [Types::DescribeGameServerOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameServerOutput#game_server #game_server} => Types::GameServer
@example Request syntax with placeholder values
resp = client.describe_game_server({ game_server_group_name: "GameServerGroupNameOrArn", # required game_server_id: "GameServerId", # required })
@example Response structure
resp.game_server.game_server_group_name #=> String resp.game_server.game_server_group_arn #=> String resp.game_server.game_server_id #=> String resp.game_server.instance_id #=> String resp.game_server.connection_info #=> String resp.game_server.game_server_data #=> String resp.game_server.claim_status #=> String, one of "CLAIMED" resp.game_server.utilization_status #=> String, one of "AVAILABLE", "UTILIZED" resp.game_server.registration_time #=> Time resp.game_server.last_claim_time #=> Time resp.game_server.last_health_check_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer AWS API Documentation
@overload
describe_game_server
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4261 def describe_game_server(params = {}, options = {}) req = build_request(:describe_game_server, params) req.send_request(options) end
**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][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
@return [Types::DescribeGameServerGroupOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameServerGroupOutput#game_server_group #game_server_group} => Types::GameServerGroup
@example Request syntax with placeholder values
resp = client.describe_game_server_group({ game_server_group_name: "GameServerGroupNameOrArn", # required })
@example Response structure
resp.game_server_group.game_server_group_name #=> String resp.game_server_group.game_server_group_arn #=> String resp.game_server_group.role_arn #=> String resp.game_server_group.instance_definitions #=> Array resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_group.instance_definitions[0].weighted_capacity #=> String resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_group.auto_scaling_group_arn #=> String resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_group.status_reason #=> String resp.game_server_group.suspended_actions #=> Array resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_group.creation_time #=> Time resp.game_server_group.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup AWS API Documentation
@overload
describe_game_server_group
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4331 def describe_game_server_group(params = {}, options = {}) req = build_request(:describe_game_server_group, params) req.send_request(options) end
**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][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
@option params [Array<String>] :instance_ids
The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for example: `i-1234567890abcdef0`. To retrieve all instances in the game server group, leave this parameter empty.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeGameServerInstancesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameServerInstancesOutput#game_server_instances #game_server_instances} => Array<Types::GameServerInstance> * {Types::DescribeGameServerInstancesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_game_server_instances({ game_server_group_name: "GameServerGroupNameOrArn", # required instance_ids: ["GameServerInstanceId"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_server_instances #=> Array resp.game_server_instances[0].game_server_group_name #=> String resp.game_server_instances[0].game_server_group_arn #=> String resp.game_server_instances[0].instance_id #=> String resp.game_server_instances[0].instance_status #=> String, one of "ACTIVE", "DRAINING", "SPOT_TERMINATING" resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances AWS API Documentation
@overload
describe_game_server_instances
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4423 def describe_game_server_instances(params = {}, options = {}) req = build_request(:describe_game_server_instances, params) req.send_request(options) end
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][1
-
**Related actions**
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :fleet_id
A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.
@option params [String] :game_session_id
A unique identifier for the game session to retrieve.
@option params [String] :alias_id
A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
@option params [String] :location
A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as `us-west-2`.
@option params [String] :status_filter
Game session status to filter results on. Possible game session statuses include `ACTIVE`, `TERMINATED`, `ACTIVATING` and `TERMINATING` (the last two are transitory).
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeGameSessionDetailsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameSessionDetailsOutput#game_session_details #game_session_details} => Array<Types::GameSessionDetail> * {Types::DescribeGameSessionDetailsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_game_session_details({ fleet_id: "FleetIdOrArn", game_session_id: "ArnStringModel", alias_id: "AliasIdOrArn", location: "LocationStringModel", status_filter: "NonZeroAndMaxString", limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_session_details #=> Array resp.game_session_details[0].game_session.game_session_id #=> String resp.game_session_details[0].game_session.name #=> String resp.game_session_details[0].game_session.fleet_id #=> String resp.game_session_details[0].game_session.fleet_arn #=> String resp.game_session_details[0].game_session.creation_time #=> Time resp.game_session_details[0].game_session.termination_time #=> Time resp.game_session_details[0].game_session.current_player_session_count #=> Integer resp.game_session_details[0].game_session.maximum_player_session_count #=> Integer resp.game_session_details[0].game_session.status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR" resp.game_session_details[0].game_session.status_reason #=> String, one of "INTERRUPTED" resp.game_session_details[0].game_session.game_properties #=> Array resp.game_session_details[0].game_session.game_properties[0].key #=> String resp.game_session_details[0].game_session.game_properties[0].value #=> String resp.game_session_details[0].game_session.ip_address #=> String resp.game_session_details[0].game_session.dns_name #=> String resp.game_session_details[0].game_session.port #=> Integer resp.game_session_details[0].game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL" resp.game_session_details[0].game_session.creator_id #=> String resp.game_session_details[0].game_session.game_session_data #=> String resp.game_session_details[0].game_session.matchmaker_data #=> String resp.game_session_details[0].game_session.location #=> String resp.game_session_details[0].protection_policy #=> String, one of "NoProtection", "FullProtection" resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails AWS API Documentation
@overload
describe_game_session_details
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4557 def describe_game_session_details(params = {}, options = {}) req = build_request(:describe_game_session_details, params) req.send_request(options) end
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]
@option params [required, String] :placement_id
A unique identifier for a game session placement to retrieve.
@return [Types::DescribeGameSessionPlacementOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameSessionPlacementOutput#game_session_placement #game_session_placement} => Types::GameSessionPlacement
@example Request syntax with placeholder values
resp = client.describe_game_session_placement({ placement_id: "IdStringModel", # required })
@example Response structure
resp.game_session_placement.placement_id #=> String resp.game_session_placement.game_session_queue_name #=> String resp.game_session_placement.status #=> String, one of "PENDING", "FULFILLED", "CANCELLED", "TIMED_OUT", "FAILED" resp.game_session_placement.game_properties #=> Array resp.game_session_placement.game_properties[0].key #=> String resp.game_session_placement.game_properties[0].value #=> String resp.game_session_placement.maximum_player_session_count #=> Integer resp.game_session_placement.game_session_name #=> String resp.game_session_placement.game_session_id #=> String resp.game_session_placement.game_session_arn #=> String resp.game_session_placement.game_session_region #=> String resp.game_session_placement.player_latencies #=> Array resp.game_session_placement.player_latencies[0].player_id #=> String resp.game_session_placement.player_latencies[0].region_identifier #=> String resp.game_session_placement.player_latencies[0].latency_in_milliseconds #=> Float resp.game_session_placement.start_time #=> Time resp.game_session_placement.end_time #=> Time resp.game_session_placement.ip_address #=> String resp.game_session_placement.dns_name #=> String resp.game_session_placement.port #=> Integer resp.game_session_placement.placed_player_sessions #=> Array resp.game_session_placement.placed_player_sessions[0].player_id #=> String resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String resp.game_session_placement.game_session_data #=> String resp.game_session_placement.matchmaker_data #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement AWS API Documentation
@overload describe_game_session_placement
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4626 def describe_game_session_placement(params = {}, options = {}) req = build_request(:describe_game_session_placement, params) req.send_request(options) end
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][1
-
**Related actions**
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Array<String>] :names
A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. You can request up to 50 results.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeGameSessionQueuesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameSessionQueuesOutput#game_session_queues #game_session_queues} => Array<Types::GameSessionQueue> * {Types::DescribeGameSessionQueuesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_game_session_queues({ names: ["GameSessionQueueNameOrArn"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_session_queues #=> Array resp.game_session_queues[0].name #=> String resp.game_session_queues[0].game_session_queue_arn #=> String resp.game_session_queues[0].timeout_in_seconds #=> Integer resp.game_session_queues[0].player_latency_policies #=> Array resp.game_session_queues[0].player_latency_policies[0].maximum_individual_player_latency_milliseconds #=> Integer resp.game_session_queues[0].player_latency_policies[0].policy_duration_seconds #=> Integer resp.game_session_queues[0].destinations #=> Array resp.game_session_queues[0].destinations[0].destination_arn #=> String resp.game_session_queues[0].filter_configuration.allowed_locations #=> Array resp.game_session_queues[0].filter_configuration.allowed_locations[0] #=> String resp.game_session_queues[0].priority_configuration.priority_order #=> Array resp.game_session_queues[0].priority_configuration.priority_order[0] #=> String, one of "LATENCY", "COST", "DESTINATION", "LOCATION" resp.game_session_queues[0].priority_configuration.location_order #=> Array resp.game_session_queues[0].priority_configuration.location_order[0] #=> String resp.game_session_queues[0].custom_event_data #=> String resp.game_session_queues[0].notification_target #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues AWS API Documentation
@overload
describe_game_session_queues
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4709 def describe_game_session_queues(params = {}, options = {}) req = build_request(:describe_game_session_queues, params) req.send_request(options) end
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][1
-
**Related actions**
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :fleet_id
A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.
@option params [String] :game_session_id
A unique identifier for the game session to retrieve.
@option params [String] :alias_id
A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.
@option params [String] :location
A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as `us-west-2`.
@option params [String] :status_filter
Game session status to filter results on. You can filter on the following states: `ACTIVE`, `TERMINATED`, `ACTIVATING`, and `TERMINATING`. The last two are transitory and used for only very brief periods of time.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeGameSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeGameSessionsOutput#game_sessions #game_sessions} => Array<Types::GameSession> * {Types::DescribeGameSessionsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_game_sessions({ fleet_id: "FleetIdOrArn", game_session_id: "ArnStringModel", alias_id: "AliasIdOrArn", location: "LocationStringModel", status_filter: "NonZeroAndMaxString", limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_sessions #=> Array resp.game_sessions[0].game_session_id #=> String resp.game_sessions[0].name #=> String resp.game_sessions[0].fleet_id #=> String resp.game_sessions[0].fleet_arn #=> String resp.game_sessions[0].creation_time #=> Time resp.game_sessions[0].termination_time #=> Time resp.game_sessions[0].current_player_session_count #=> Integer resp.game_sessions[0].maximum_player_session_count #=> Integer resp.game_sessions[0].status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR" resp.game_sessions[0].status_reason #=> String, one of "INTERRUPTED" resp.game_sessions[0].game_properties #=> Array resp.game_sessions[0].game_properties[0].key #=> String resp.game_sessions[0].game_properties[0].value #=> String resp.game_sessions[0].ip_address #=> String resp.game_sessions[0].dns_name #=> String resp.game_sessions[0].port #=> Integer resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL" resp.game_sessions[0].creator_id #=> String resp.game_sessions[0].game_session_data #=> String resp.game_sessions[0].matchmaker_data #=> String resp.game_sessions[0].location #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions AWS API Documentation
@overload
describe_game_sessions
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4844 def describe_game_sessions(params = {}, options = {}) req = build_request(:describe_game_sessions, params) req.send_request(options) end
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][1
- Debug Fleet Issues][2
-
**Related actions**
DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits |
- All APIs by task][3
-
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
@option params [String] :instance_id
A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@option params [String] :location
The name of a location to retrieve instance information for, in the form of an AWS Region code such as `us-west-2`.
@return [Types::DescribeInstancesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeInstancesOutput#instances #instances} => Array<Types::Instance> * {Types::DescribeInstancesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_instances({ fleet_id: "FleetIdOrArn", # required instance_id: "InstanceId", limit: 1, next_token: "NonZeroAndMaxString", location: "LocationStringModel", })
@example Response structure
resp.instances #=> Array resp.instances[0].fleet_id #=> String resp.instances[0].fleet_arn #=> String resp.instances[0].instance_id #=> String resp.instances[0].ip_address #=> String resp.instances[0].dns_name #=> String resp.instances[0].operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.instances[0].type #=> String, one of "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.instances[0].status #=> String, one of "PENDING", "ACTIVE", "TERMINATING" resp.instances[0].creation_time #=> Time resp.instances[0].location #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances AWS API Documentation
@overload
describe_instances
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 4944 def describe_instances(params = {}, options = {}) req = build_request(:describe_instances, params) req.send_request(options) end
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][1
- Set Up FlexMatch event notification][2
-
**Related actions**
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html [2]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, Array<String>] :ticket_ids
A unique identifier for a matchmaking ticket. You can include up to 10 ID values.
@return [Types::DescribeMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeMatchmakingOutput#ticket_list #ticket_list} => Array<Types::MatchmakingTicket>
@example Request syntax with placeholder values
resp = client.describe_matchmaking({ ticket_ids: ["MatchmakingIdStringModel"], # required })
@example Response structure
resp.ticket_list #=> Array resp.ticket_list[0].ticket_id #=> String resp.ticket_list[0].configuration_name #=> String resp.ticket_list[0].configuration_arn #=> String resp.ticket_list[0].status #=> String, one of "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT" resp.ticket_list[0].status_reason #=> String resp.ticket_list[0].status_message #=> String resp.ticket_list[0].start_time #=> Time resp.ticket_list[0].end_time #=> Time resp.ticket_list[0].players #=> Array resp.ticket_list[0].players[0].player_id #=> String resp.ticket_list[0].players[0].player_attributes #=> Hash resp.ticket_list[0].players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil> resp.ticket_list[0].players[0].team #=> String resp.ticket_list[0].players[0].latency_in_ms #=> Hash resp.ticket_list[0].players[0].latency_in_ms["NonEmptyString"] #=> Integer resp.ticket_list[0].game_session_connection_info.game_session_arn #=> String resp.ticket_list[0].game_session_connection_info.ip_address #=> String resp.ticket_list[0].game_session_connection_info.dns_name #=> String resp.ticket_list[0].game_session_connection_info.port #=> Integer resp.ticket_list[0].game_session_connection_info.matched_player_sessions #=> Array resp.ticket_list[0].game_session_connection_info.matched_player_sessions[0].player_id #=> String resp.ticket_list[0].game_session_connection_info.matched_player_sessions[0].player_session_id #=> String resp.ticket_list[0].estimated_wait_time #=> Integer
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking AWS API Documentation
@overload
describe_matchmaking
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5030 def describe_matchmaking(params = {}, options = {}) req = build_request(:describe_matchmaking, params) req.send_request(options) end
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][1
-
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Array<String>] :names
A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
@option params [String] :rule_set_name
A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. This parameter is limited to 10.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeMatchmakingConfigurationsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeMatchmakingConfigurationsOutput#configurations #configurations} => Array<Types::MatchmakingConfiguration> * {Types::DescribeMatchmakingConfigurationsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_matchmaking_configurations({ names: ["MatchmakingConfigurationName"], rule_set_name: "MatchmakingRuleSetName", limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.configurations #=> Array resp.configurations[0].name #=> String resp.configurations[0].configuration_arn #=> String resp.configurations[0].description #=> String resp.configurations[0].game_session_queue_arns #=> Array resp.configurations[0].game_session_queue_arns[0] #=> String resp.configurations[0].request_timeout_seconds #=> Integer resp.configurations[0].acceptance_timeout_seconds #=> Integer resp.configurations[0].acceptance_required #=> Boolean resp.configurations[0].rule_set_name #=> String resp.configurations[0].rule_set_arn #=> String resp.configurations[0].notification_target #=> String resp.configurations[0].additional_player_count #=> Integer resp.configurations[0].custom_event_data #=> String resp.configurations[0].creation_time #=> Time resp.configurations[0].game_properties #=> Array resp.configurations[0].game_properties[0].key #=> String resp.configurations[0].game_properties[0].value #=> String resp.configurations[0].game_session_data #=> String resp.configurations[0].backfill_mode #=> String, one of "AUTOMATIC", "MANUAL" resp.configurations[0].flex_match_mode #=> String, one of "STANDALONE", "WITH_QUEUE" resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations AWS API Documentation
@overload
describe_matchmaking_configurations
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5131 def describe_matchmaking_configurations(params = {}, options = {}) req = build_request(:describe_matchmaking_configurations, params) req.send_request(options) end
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**
- Build a rule set][1
^
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Array<String>] :names
A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::DescribeMatchmakingRuleSetsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeMatchmakingRuleSetsOutput#rule_sets #rule_sets} => Array<Types::MatchmakingRuleSet> * {Types::DescribeMatchmakingRuleSetsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_matchmaking_rule_sets({ names: ["MatchmakingRuleSetName"], limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.rule_sets #=> Array resp.rule_sets[0].rule_set_name #=> String resp.rule_sets[0].rule_set_arn #=> String resp.rule_sets[0].rule_set_body #=> String resp.rule_sets[0].creation_time #=> Time resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets AWS API Documentation
@overload describe_matchmaking_rule_sets
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5205 def describe_matchmaking_rule_sets(params = {}, options = {}) req = build_request(:describe_matchmaking_rule_sets, params) req.send_request(options) end
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]
@option params [String] :game_session_id
A unique identifier for the game session to retrieve player sessions for.
@option params [String] :player_id
A unique identifier for a player to retrieve player sessions for.
@option params [String] :player_session_id
A unique identifier for a player session to retrieve.
@option params [String] :player_session_status_filter
Player session status to filter results on. Possible player session statuses include the following: * **RESERVED** -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. * **ACTIVE** -- The player has been validated by the server process and is currently connected. * **COMPLETED** -- The player connection has been dropped. * **TIMEDOUT** -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
@return [Types::DescribePlayerSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribePlayerSessionsOutput#player_sessions #player_sessions} => Array<Types::PlayerSession> * {Types::DescribePlayerSessionsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_player_sessions({ game_session_id: "ArnStringModel", player_id: "NonZeroAndMaxString", player_session_id: "PlayerSessionId", player_session_status_filter: "NonZeroAndMaxString", limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.player_sessions #=> Array resp.player_sessions[0].player_session_id #=> String resp.player_sessions[0].player_id #=> String resp.player_sessions[0].game_session_id #=> String resp.player_sessions[0].fleet_id #=> String resp.player_sessions[0].fleet_arn #=> String resp.player_sessions[0].creation_time #=> Time resp.player_sessions[0].termination_time #=> Time resp.player_sessions[0].status #=> String, one of "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT" resp.player_sessions[0].ip_address #=> String resp.player_sessions[0].dns_name #=> String resp.player_sessions[0].port #=> Integer resp.player_sessions[0].player_data #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions AWS API Documentation
@overload describe_player_sessions
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5322 def describe_player_sessions(params = {}, options = {}) req = build_request(:describe_player_sessions, params) req.send_request(options) end
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][1- Running multiple processes on a fleet][2
-
**Related actions**
ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
@return [Types::DescribeRuntimeConfigurationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeRuntimeConfigurationOutput#runtime_configuration #runtime_configuration} => Types::RuntimeConfiguration
@example Request syntax with placeholder values
resp = client.describe_runtime_configuration({ fleet_id: "FleetIdOrArn", # required })
@example Response structure
resp.runtime_configuration.server_processes #=> Array resp.runtime_configuration.server_processes[0].launch_path #=> String resp.runtime_configuration.server_processes[0].parameters #=> String resp.runtime_configuration.server_processes[0].concurrent_executions #=> Integer resp.runtime_configuration.max_concurrent_game_session_activations #=> Integer resp.runtime_configuration.game_session_activation_timeout_seconds #=> Integer
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration AWS API Documentation
@overload
describe_runtime_configuration
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5385 def describe_runtime_configuration(params = {}, options = {}) req = build_request(:describe_runtime_configuration, params) req.send_request(options) end
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]
@option params [required, String] :fleet_id
A unique identifier for the fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.
@option params [String] :status_filter
Scaling policy status to filter results on. A scaling policy is only in force when in an `ACTIVE` status. * **ACTIVE** -- The scaling policy is currently in force. * **UPDATEREQUESTED** -- A request to update the scaling policy has been received. * **UPDATING** -- A change is being made to the scaling policy. * **DELETEREQUESTED** -- A request to delete the scaling policy has been received. * **DELETING** -- The scaling policy is being deleted. * **DELETED** -- The scaling policy has been deleted. * **ERROR** -- An error occurred in creating the policy. It should be removed and recreated.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@option params [String] :location
CONTENT TODO
@return [Types::DescribeScalingPoliciesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeScalingPoliciesOutput#scaling_policies #scaling_policies} => Array<Types::ScalingPolicy> * {Types::DescribeScalingPoliciesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.describe_scaling_policies({ fleet_id: "FleetIdOrArn", # required status_filter: "ACTIVE", # accepts ACTIVE, UPDATE_REQUESTED, UPDATING, DELETE_REQUESTED, DELETING, DELETED, ERROR limit: 1, next_token: "NonZeroAndMaxString", location: "LocationStringModel", })
@example Response structure
resp.scaling_policies #=> Array resp.scaling_policies[0].fleet_id #=> String resp.scaling_policies[0].fleet_arn #=> String resp.scaling_policies[0].name #=> String resp.scaling_policies[0].status #=> String, one of "ACTIVE", "UPDATE_REQUESTED", "UPDATING", "DELETE_REQUESTED", "DELETING", "DELETED", "ERROR" resp.scaling_policies[0].scaling_adjustment #=> Integer resp.scaling_policies[0].scaling_adjustment_type #=> String, one of "ChangeInCapacity", "ExactCapacity", "PercentChangeInCapacity" resp.scaling_policies[0].comparison_operator #=> String, one of "GreaterThanOrEqualToThreshold", "GreaterThanThreshold", "LessThanThreshold", "LessThanOrEqualToThreshold" resp.scaling_policies[0].threshold #=> Float resp.scaling_policies[0].evaluation_periods #=> Integer resp.scaling_policies[0].metric_name #=> String, one of "ActivatingGameSessions", "ActiveGameSessions", "ActiveInstances", "AvailableGameSessions", "AvailablePlayerSessions", "CurrentPlayerSessions", "IdleInstances", "PercentAvailableGameSessions", "PercentIdleInstances", "QueueDepth", "WaitTime" resp.scaling_policies[0].policy_type #=> String, one of "RuleBased", "TargetBased" resp.scaling_policies[0].target_configuration.target_value #=> Float resp.scaling_policies[0].update_status #=> String, one of "PENDING_UPDATE" resp.scaling_policies[0].location #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies AWS API Documentation
@overload describe_scaling_policies
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5493 def describe_scaling_policies(params = {}, options = {}) req = build_request(:describe_scaling_policies, params) req.send_request(options) end
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][1 -
**Related actions**
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :script_id
A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.
@return [Types::DescribeScriptOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeScriptOutput#script #script} => Types::Script
@example Request syntax with placeholder values
resp = client.describe_script({ script_id: "ScriptIdOrArn", # required })
@example Response structure
resp.script.script_id #=> String resp.script.script_arn #=> String resp.script.name #=> String resp.script.version #=> String resp.script.size_on_disk #=> Integer resp.script.creation_time #=> Time resp.script.storage_location.bucket #=> String resp.script.storage_location.key #=> String resp.script.storage_location.role_arn #=> String resp.script.storage_location.object_version #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript AWS API Documentation
@overload
describe_script
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5548 def describe_script(params = {}, options = {}) req = build_request(:describe_script, params) req.send_request(options) end
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]
@option params [String] :fleet_id
A unique identifier for the fleet. You can use either the fleet ID or ARN value.
@return [Types::DescribeVpcPeeringConnectionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::DescribeVpcPeeringConnectionsOutput#vpc_peering_connections #vpc_peering_connections} => Array<Types::VpcPeeringConnection>
@example Request syntax with placeholder values
resp = client.describe_vpc_peering_connections({ fleet_id: "FleetId", })
@example Response structure
resp.vpc_peering_connections #=> Array resp.vpc_peering_connections[0].fleet_id #=> String resp.vpc_peering_connections[0].fleet_arn #=> String resp.vpc_peering_connections[0].ip_v4_cidr_block #=> String resp.vpc_peering_connections[0].vpc_peering_connection_id #=> String resp.vpc_peering_connections[0].status.code #=> String resp.vpc_peering_connections[0].status.message #=> String resp.vpc_peering_connections[0].peer_vpc_id #=> String resp.vpc_peering_connections[0].game_lift_vpc_id #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections AWS API Documentation
@overload describe_vpc_peering_connections
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5643 def describe_vpc_peering_connections(params = {}, options = {}) req = build_request(:describe_vpc_peering_connections, params) req.send_request(options) end
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.
<note markdown=“1”> See the [AWS Service Limits] page for maximum log file sizes. Log files that exceed this limit are not saved.
</note>
**Related actions**
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | [All APIs by task]
[1]: docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :game_session_id
A unique identifier for the game session to get logs for.
@return [Types::GetGameSessionLogUrlOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::GetGameSessionLogUrlOutput#pre_signed_url #pre_signed_url} => String
@example Request syntax with placeholder values
resp = client.get_game_session_log_url({ game_session_id: "ArnStringModel", # required })
@example Response structure
resp.pre_signed_url #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl AWS API Documentation
@overload get_game_session_log_url
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5692 def get_game_session_log_url(params = {}, options = {}) req = build_request(:get_game_session_log_url, params) req.send_request(options) end
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][1
- Debug Fleet Issues][2
-
**Related actions**
DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits |
- All APIs by task][3
-
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. The fleet can be in any of the following statuses: `ACTIVATING`, `ACTIVE`, or `ERROR`. Fleets with an `ERROR` status may be accessible for a short time before they are deleted.
@option params [required, String] :instance_id
A unique identifier for the instance you want to get access to. You can access an instance in any status.
@return [Types::GetInstanceAccessOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::GetInstanceAccessOutput#instance_access #instance_access} => Types::InstanceAccess
@example Request syntax with placeholder values
resp = client.get_instance_access({ fleet_id: "FleetIdOrArn", # required instance_id: "InstanceId", # required })
@example Response structure
resp.instance_access.fleet_id #=> String resp.instance_access.instance_id #=> String resp.instance_access.ip_address #=> String resp.instance_access.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.instance_access.credentials.user_name #=> String resp.instance_access.credentials.secret #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess AWS API Documentation
@overload
get_instance_access
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5769 def get_instance_access(params = {}, options = {}) req = build_request(:get_instance_access, params) req.send_request(options) end
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.
<note markdown=“1”> Returned aliases are not listed in any particular order.
</note>
**Related actions**
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | [All APIs by task]
@option params [String] :routing_strategy_type
The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty. Possible routing types include the following: * **SIMPLE** -- The alias resolves to one specific fleet. Use this type when routing to active fleets. * **TERMINAL** -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
@option params [String] :name
A descriptive label that is associated with an alias. Alias names do not need to be unique.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::ListAliasesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ListAliasesOutput#aliases #aliases} => Array<Types::Alias> * {Types::ListAliasesOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.list_aliases({ routing_strategy_type: "SIMPLE", # accepts SIMPLE, TERMINAL name: "NonEmptyString", limit: 1, next_token: "NonEmptyString", })
@example Response structure
resp.aliases #=> Array resp.aliases[0].alias_id #=> String resp.aliases[0].name #=> String resp.aliases[0].alias_arn #=> String resp.aliases[0].description #=> String resp.aliases[0].routing_strategy.type #=> String, one of "SIMPLE", "TERMINAL" resp.aliases[0].routing_strategy.fleet_id #=> String resp.aliases[0].routing_strategy.message #=> String resp.aliases[0].creation_time #=> Time resp.aliases[0].last_updated_time #=> Time resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases AWS API Documentation
@overload list_aliases
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5854 def list_aliases(params = {}, options = {}) req = build_request(:list_aliases, params) req.send_request(options) end
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.
<note markdown=“1”> Build resources are not listed in any particular order.
</note>
**Learn more**
- Upload a Custom Server Build][1
-
**Related actions**
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :status
Build status to filter results by. To retrieve all builds, leave this parameter empty. Possible build statuses include the following: * **INITIALIZED** -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. * **READY** -- The game build has been successfully uploaded. You can now create new fleets for this build. * **FAILED** -- The game build upload failed. You cannot create new fleets for this build.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::ListBuildsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ListBuildsOutput#builds #builds} => Array<Types::Build> * {Types::ListBuildsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.list_builds({ status: "INITIALIZED", # accepts INITIALIZED, READY, FAILED limit: 1, next_token: "NonEmptyString", })
@example Response structure
resp.builds #=> Array resp.builds[0].build_id #=> String resp.builds[0].build_arn #=> String resp.builds[0].name #=> String resp.builds[0].version #=> String resp.builds[0].status #=> String, one of "INITIALIZED", "READY", "FAILED" resp.builds[0].size_on_disk #=> Integer resp.builds[0].operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.builds[0].creation_time #=> Time resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds AWS API Documentation
@overload
list_builds
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 5941 def list_builds(params = {}, options = {}) req = build_request(:list_builds, params) req.send_request(options) end
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 [docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html][1]or 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.
<note markdown=“1”> Fleet resources are not listed in a particular order.
</note>
**Learn more**
- Setting up
GameLift
fleets][2 -
**Related actions**
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | [All APIs by task]
[1]: docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :build_id
A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.
@option params [String] :script_id
A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::ListFleetsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ListFleetsOutput#fleet_ids #fleet_ids} => Array<String> * {Types::ListFleetsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.list_fleets({ build_id: "BuildIdOrArn", script_id: "ScriptIdOrArn", limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.fleet_ids #=> Array resp.fleet_ids[0] #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets AWS API Documentation
@overload
list_fleets
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6040 def list_fleets(params = {}, options = {}) req = build_request(:list_fleets, params) req.send_request(options) end
**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][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::ListGameServerGroupsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ListGameServerGroupsOutput#game_server_groups #game_server_groups} => Array<Types::GameServerGroup> * {Types::ListGameServerGroupsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.list_game_server_groups({ limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_server_groups #=> Array resp.game_server_groups[0].game_server_group_name #=> String resp.game_server_groups[0].game_server_group_arn #=> String resp.game_server_groups[0].role_arn #=> String resp.game_server_groups[0].instance_definitions #=> Array resp.game_server_groups[0].instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_groups[0].instance_definitions[0].weighted_capacity #=> String resp.game_server_groups[0].balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_groups[0].game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_groups[0].auto_scaling_group_arn #=> String resp.game_server_groups[0].status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_groups[0].status_reason #=> String resp.game_server_groups[0].suspended_actions #=> Array resp.game_server_groups[0].suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_groups[0].creation_time #=> Time resp.game_server_groups[0].last_updated_time #=> Time resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups AWS API Documentation
@overload
list_game_server_groups
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6117 def list_game_server_groups(params = {}, options = {}) req = build_request(:list_game_server_groups, params) req.send_request(options) end
**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][1-
**Related actions**
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
An identifier for the game server group to retrieve a list of game servers from. Use either the GameServerGroup name or ARN value.
@option params [String] :sort_order
Indicates how to sort the returned data based on game server registration timestamp. Use `ASCENDING` to retrieve oldest game servers first, or use `DESCENDING` to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::ListGameServersOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ListGameServersOutput#game_servers #game_servers} => Array<Types::GameServer> * {Types::ListGameServersOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.list_game_servers({ game_server_group_name: "GameServerGroupNameOrArn", # required sort_order: "ASCENDING", # accepts ASCENDING, DESCENDING limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_servers #=> Array resp.game_servers[0].game_server_group_name #=> String resp.game_servers[0].game_server_group_arn #=> String resp.game_servers[0].game_server_id #=> String resp.game_servers[0].instance_id #=> String resp.game_servers[0].connection_info #=> String resp.game_servers[0].game_server_data #=> String resp.game_servers[0].claim_status #=> String, one of "CLAIMED" resp.game_servers[0].utilization_status #=> String, one of "AVAILABLE", "UTILIZED" resp.game_servers[0].registration_time #=> Time resp.game_servers[0].last_claim_time #=> Time resp.game_servers[0].last_health_check_time #=> Time resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers AWS API Documentation
@overload
list_game_servers
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6202 def list_game_servers(params = {}, options = {}) req = build_request(:list_game_servers, params) req.send_request(options) end
Retrieves script records for all Realtime scripts that are associated with the AWS account in use.
**Learn more**
- Amazon
GameLift
Realtime Servers][1 -
**Related actions**
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::ListScriptsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ListScriptsOutput#scripts #scripts} => Array<Types::Script> * {Types::ListScriptsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.list_scripts({ limit: 1, next_token: "NonEmptyString", })
@example Response structure
resp.scripts #=> Array resp.scripts[0].script_id #=> String resp.scripts[0].script_arn #=> String resp.scripts[0].name #=> String resp.scripts[0].version #=> String resp.scripts[0].size_on_disk #=> Integer resp.scripts[0].creation_time #=> Time resp.scripts[0].storage_location.bucket #=> String resp.scripts[0].storage_location.key #=> String resp.scripts[0].storage_location.role_arn #=> String resp.scripts[0].storage_location.object_version #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts AWS API Documentation
@overload
list_scripts
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6267 def list_scripts(params = {}, options = {}) req = build_request(:list_scripts, params) req.send_request(options) end
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]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
@option params [required, String] :fleet_id
A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
@option params [Integer] :scaling_adjustment
Amount of adjustment to make, based on the scaling adjustment type.
@option params [String] :scaling_adjustment_type
The type of adjustment to make to a fleet's instance count (see FleetCapacity): * **ChangeInCapacity** -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. * **ExactCapacity** -- set the instance count to the scaling adjustment value. * **PercentChangeInCapacity** -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
@option params [Float] :threshold
Metric value used to trigger a scaling event.
@option params [String] :comparison_operator
Comparison operator to use when measuring the metric against the threshold value.
@option params [Integer] :evaluation_periods
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
@option params [required, String] :metric_name
Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see [Monitor Amazon GameLift with Amazon CloudWatch][1]. * **ActivatingGameSessions** -- Game sessions in the process of being created. * **ActiveGameSessions** -- Game sessions that are currently running. * **ActiveInstances** -- Fleet instances that are currently running at least one game session. * **AvailableGameSessions** -- Additional game sessions that fleet could host simultaneously, given current capacity. * **AvailablePlayerSessions** -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. * **CurrentPlayerSessions** -- Player slots in active game sessions that are being used by a player or are reserved for a player. * **IdleInstances** -- Active instances that are currently hosting zero game sessions. * **PercentAvailableGameSessions** -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. * **PercentIdleInstances** -- Percentage of the total number of active instances that are hosting zero game sessions. * **QueueDepth** -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. * **WaitTime** -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html
@option params [String] :policy_type
The type of scaling policy to create. For a target-based policy, set the parameter *MetricName* to 'PercentAvailableGameSessions' and specify a *TargetConfiguration*. For a rule-based policy set the following parameters: *MetricName*, *ComparisonOperator*, *Threshold*, *EvaluationPeriods*, *ScalingAdjustmentType*, and *ScalingAdjustment*.
@option params [Types::TargetConfiguration] :target_configuration
An object that contains settings for a target-based scaling policy.
@return [Types::PutScalingPolicyOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::PutScalingPolicyOutput#name #name} => String
@example Request syntax with placeholder values
resp = client.put_scaling_policy({ name: "NonZeroAndMaxString", # required fleet_id: "FleetIdOrArn", # required scaling_adjustment: 1, scaling_adjustment_type: "ChangeInCapacity", # accepts ChangeInCapacity, ExactCapacity, PercentChangeInCapacity threshold: 1.0, comparison_operator: "GreaterThanOrEqualToThreshold", # accepts GreaterThanOrEqualToThreshold, GreaterThanThreshold, LessThanThreshold, LessThanOrEqualToThreshold evaluation_periods: 1, metric_name: "ActivatingGameSessions", # required, accepts ActivatingGameSessions, ActiveGameSessions, ActiveInstances, AvailableGameSessions, AvailablePlayerSessions, CurrentPlayerSessions, IdleInstances, PercentAvailableGameSessions, PercentIdleInstances, QueueDepth, WaitTime policy_type: "RuleBased", # accepts RuleBased, TargetBased target_configuration: { target_value: 1.0, # required }, })
@example Response structure
resp.name #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy AWS API Documentation
@overload put_scaling_policy
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6567 def put_scaling_policy(params = {}, options = {}) req = build_request(:put_scaling_policy, params) req.send_request(options) end
**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][1-
**Related actions**
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
@option params [required, String] :game_server_id
A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your AWS account.
@option params [required, String] :instance_id
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: `i-1234567890abcdef0`.
@option params [String] :connection_info
Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
@option params [String] :game_server_data
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.
@return [Types::RegisterGameServerOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::RegisterGameServerOutput#game_server #game_server} => Types::GameServer
@example Request syntax with placeholder values
resp = client.register_game_server({ game_server_group_name: "GameServerGroupNameOrArn", # required game_server_id: "GameServerId", # required instance_id: "GameServerInstanceId", # required connection_info: "GameServerConnectionInfo", game_server_data: "GameServerData", })
@example Response structure
resp.game_server.game_server_group_name #=> String resp.game_server.game_server_group_arn #=> String resp.game_server.game_server_id #=> String resp.game_server.instance_id #=> String resp.game_server.connection_info #=> String resp.game_server.game_server_data #=> String resp.game_server.claim_status #=> String, one of "CLAIMED" resp.game_server.utilization_status #=> String, one of "AVAILABLE", "UTILIZED" resp.game_server.registration_time #=> Time resp.game_server.last_claim_time #=> Time resp.game_server.last_health_check_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer AWS API Documentation
@overload
register_game_server
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6665 def register_game_server(params = {}, options = {}) req = build_request(:register_game_server, params) req.send_request(options) end
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][1
-
**Related actions**
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :build_id
A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
@return [Types::RequestUploadCredentialsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::RequestUploadCredentialsOutput#upload_credentials #upload_credentials} => Types::AwsCredentials * {Types::RequestUploadCredentialsOutput#storage_location #storage_location} => Types::S3Location
@example Request syntax with placeholder values
resp = client.request_upload_credentials({ build_id: "BuildIdOrArn", # required })
@example Response structure
resp.upload_credentials.access_key_id #=> String resp.upload_credentials.secret_access_key #=> String resp.upload_credentials.session_token #=> String resp.storage_location.bucket #=> String resp.storage_location.key #=> String resp.storage_location.role_arn #=> String resp.storage_location.object_version #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials AWS API Documentation
@overload
request_upload_credentials
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6722 def request_upload_credentials(params = {}, options = {}) req = build_request(:request_upload_credentials, params) req.send_request(options) end
Retrieves the fleet ID that an alias is currently pointing to.
**Related actions**
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | [All APIs by task]
@option params [required, String] :alias_id
The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
@return [Types::ResolveAliasOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ResolveAliasOutput#fleet_id #fleet_id} => String * {Types::ResolveAliasOutput#fleet_arn #fleet_arn} => String
@example Request syntax with placeholder values
resp = client.resolve_alias({ alias_id: "AliasIdOrArn", # required })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias AWS API Documentation
@overload resolve_alias
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6762 def resolve_alias(params = {}, options = {}) req = build_request(:resolve_alias, params) req.send_request(options) end
**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][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
@option params [required, Array<String>] :resume_actions
The activity to resume for this game server group.
@return [Types::ResumeGameServerGroupOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ResumeGameServerGroupOutput#game_server_group #game_server_group} => Types::GameServerGroup
@example Request syntax with placeholder values
resp = client.resume_game_server_group({ game_server_group_name: "GameServerGroupNameOrArn", # required resume_actions: ["REPLACE_INSTANCE_TYPES"], # required, accepts REPLACE_INSTANCE_TYPES })
@example Response structure
resp.game_server_group.game_server_group_name #=> String resp.game_server_group.game_server_group_arn #=> String resp.game_server_group.role_arn #=> String resp.game_server_group.instance_definitions #=> Array resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_group.instance_definitions[0].weighted_capacity #=> String resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_group.auto_scaling_group_arn #=> String resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_group.status_reason #=> String resp.game_server_group.suspended_actions #=> Array resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_group.creation_time #=> Time resp.game_server_group.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup AWS API Documentation
@overload
resume_game_server_group
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 6840 def resume_game_server_group(params = {}, options = {}) req = build_request(:resume_game_server_group, params) req.send_request(options) end
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.
<note markdown=“1”> Returned values for `playerSessionCount` and `hasAvailablePlayerSessions` change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
</note>
**Related actions**
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | [All APIs by task]
@option params [String] :fleet_id
A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
@option params [String] :alias_id
A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
@option params [String] :location
A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as `us-west-2`.
@option params [String] :filter_expression
String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in `ACTIVE` status. A filter expression can contain one or multiple conditions. Each condition consists of the following: * **Operand** -- Name of a game session attribute. Valid values are `gameSessionName`, `gameSessionId`, `gameSessionProperties`, `maximumSessions`, `creationTimeMillis`, `playerSessionCount`, `hasAvailablePlayerSessions`. * **Comparator** -- Valid comparators are: `=`, `<>`, `<`, `>`, `<=`, `>=`. * **Value** -- Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators `=` and `<>`. For example, the following filter expression searches on `gameSessionName`\: "`FilterExpression": "gameSessionName = 'Matt\'s Awesome Game 1'"`. To chain multiple conditions in a single expression, use the logical keywords `AND`, `OR`, and `NOT` and parentheses as needed. For example: `x AND y AND NOT z`, `NOT (x OR y)`. Session search evaluates conditions from left to right using the following precedence rules: 1. `=`, `<>`, `<`, `>`, `<=`, `>=` 2. Parentheses 3. NOT 4. AND 5. OR For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: `"maximumSessions>=10 AND hasAvailablePlayerSessions=true"`.
@option params [String] :sort_expression
Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements: * **Operand** -- Name of a game session attribute. Valid values are `gameSessionName`, `gameSessionId`, `gameSessionProperties`, `maximumSessions`, `creationTimeMillis`, `playerSessionCount`, `hasAvailablePlayerSessions`. * **Order** -- Valid sort orders are `ASC` (ascending) and `DESC` (descending). For example, this sort expression returns the oldest active sessions first: `"SortExpression": "creationTimeMillis ASC"`. Results with a null value for the sort operand are returned at the end of the list.
@option params [Integer] :limit
The maximum number of results to return. Use this parameter with `NextToken` to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.
@option params [String] :next_token
A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
@return [Types::SearchGameSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::SearchGameSessionsOutput#game_sessions #game_sessions} => Array<Types::GameSession> * {Types::SearchGameSessionsOutput#next_token #next_token} => String
The returned {Seahorse::Client::Response response} is a pageable response and is Enumerable. For details on usage see {Aws::PageableResponse PageableResponse}.
@example Request syntax with placeholder values
resp = client.search_game_sessions({ fleet_id: "FleetIdOrArn", alias_id: "AliasIdOrArn", location: "LocationStringModel", filter_expression: "NonZeroAndMaxString", sort_expression: "NonZeroAndMaxString", limit: 1, next_token: "NonZeroAndMaxString", })
@example Response structure
resp.game_sessions #=> Array resp.game_sessions[0].game_session_id #=> String resp.game_sessions[0].name #=> String resp.game_sessions[0].fleet_id #=> String resp.game_sessions[0].fleet_arn #=> String resp.game_sessions[0].creation_time #=> Time resp.game_sessions[0].termination_time #=> Time resp.game_sessions[0].current_player_session_count #=> Integer resp.game_sessions[0].maximum_player_session_count #=> Integer resp.game_sessions[0].status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR" resp.game_sessions[0].status_reason #=> String, one of "INTERRUPTED" resp.game_sessions[0].game_properties #=> Array resp.game_sessions[0].game_properties[0].key #=> String resp.game_sessions[0].game_properties[0].value #=> String resp.game_sessions[0].ip_address #=> String resp.game_sessions[0].dns_name #=> String resp.game_sessions[0].port #=> Integer resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL" resp.game_sessions[0].creator_id #=> String resp.game_sessions[0].game_session_data #=> String resp.game_sessions[0].matchmaker_data #=> String resp.game_sessions[0].location #=> String resp.next_token #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions AWS API Documentation
@overload search_game_sessions
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7069 def search_game_sessions(params = {}, options = {}) req = build_request(:search_game_sessions, params) req.send_request(options) end
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][1 -
**Related actions**
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.
@option params [required, Array<String>] :actions
List of actions to restart on the fleet.
@option params [String] :location
The fleet location to restart fleet actions for. Specify a location in the form of an AWS Region code, such as `us-west-2`.
@return [Types::StartFleetActionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::StartFleetActionsOutput#fleet_id #fleet_id} => String * {Types::StartFleetActionsOutput#fleet_arn #fleet_arn} => String
@example Request syntax with placeholder values
resp = client.start_fleet_actions({ fleet_id: "FleetIdOrArn", # required actions: ["AUTO_SCALING"], # required, accepts AUTO_SCALING location: "LocationStringModel", })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions AWS API Documentation
@overload
start_fleet_actions
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7143 def start_fleet_actions(params = {}, options = {}) req = build_request(:start_fleet_actions, params) req.send_request(options) end
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]
@option params [required, String] :placement_id
A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
@option params [required, String] :game_session_queue_name
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
@option params [Array<Types::GameProperty>] :game_properties
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see [Start a Game Session][1]). [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
@option params [required, Integer] :maximum_player_session_count
The maximum number of players that can be connected simultaneously to the game session.
@option params [String] :game_session_name
A descriptive label that is associated with a game session. Session names do not need to be unique.
@option params [Array<Types::PlayerLatency>] :player_latencies
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
@option params [Array<Types::DesiredPlayerSession>] :desired_player_sessions
Set of information on each player to create a player session for.
@option params [String] :game_session_data
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see [Start a Game Session][1]). [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
@return [Types::StartGameSessionPlacementOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::StartGameSessionPlacementOutput#game_session_placement #game_session_placement} => Types::GameSessionPlacement
@example Request syntax with placeholder values
resp = client.start_game_session_placement({ placement_id: "IdStringModel", # required game_session_queue_name: "GameSessionQueueNameOrArn", # required game_properties: [ { key: "GamePropertyKey", # required value: "GamePropertyValue", # required }, ], maximum_player_session_count: 1, # required game_session_name: "NonZeroAndMaxString", player_latencies: [ { player_id: "NonZeroAndMaxString", region_identifier: "NonZeroAndMaxString", latency_in_milliseconds: 1.0, }, ], desired_player_sessions: [ { player_id: "NonZeroAndMaxString", player_data: "PlayerData", }, ], game_session_data: "LargeGameSessionData", })
@example Response structure
resp.game_session_placement.placement_id #=> String resp.game_session_placement.game_session_queue_name #=> String resp.game_session_placement.status #=> String, one of "PENDING", "FULFILLED", "CANCELLED", "TIMED_OUT", "FAILED" resp.game_session_placement.game_properties #=> Array resp.game_session_placement.game_properties[0].key #=> String resp.game_session_placement.game_properties[0].value #=> String resp.game_session_placement.maximum_player_session_count #=> Integer resp.game_session_placement.game_session_name #=> String resp.game_session_placement.game_session_id #=> String resp.game_session_placement.game_session_arn #=> String resp.game_session_placement.game_session_region #=> String resp.game_session_placement.player_latencies #=> Array resp.game_session_placement.player_latencies[0].player_id #=> String resp.game_session_placement.player_latencies[0].region_identifier #=> String resp.game_session_placement.player_latencies[0].latency_in_milliseconds #=> Float resp.game_session_placement.start_time #=> Time resp.game_session_placement.end_time #=> Time resp.game_session_placement.ip_address #=> String resp.game_session_placement.dns_name #=> String resp.game_session_placement.port #=> Integer resp.game_session_placement.placed_player_sessions #=> Array resp.game_session_placement.placed_player_sessions[0].player_id #=> String resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String resp.game_session_placement.game_session_data #=> String resp.game_session_placement.matchmaker_data #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement AWS API Documentation
@overload start_game_session_placement
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7318 def start_game_session_placement(params = {}, options = {}) req = build_request(:start_game_session_placement, params) req.send_request(options) end
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][1
- Matchmaking events][2
-
(reference)
- How
GameLift
FlexMatch works][3 -
**Related actions**
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html [2]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html [3]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html [4]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :ticket_id
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
@option params [required, String] :configuration_name
Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, `MatchmakerData` property.
@option params [String] :game_session_arn
A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
@option params [required, Array<Types::Player>] :players
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, `MatchmakerData` property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see [ Match Data][1]. * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data
@return [Types::StartMatchBackfillOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::StartMatchBackfillOutput#matchmaking_ticket #matchmaking_ticket} => Types::MatchmakingTicket
@example Request syntax with placeholder values
resp = client.start_match_backfill({ ticket_id: "MatchmakingIdStringModel", configuration_name: "MatchmakingConfigurationName", # required game_session_arn: "ArnStringModel", players: [ # required { player_id: "NonZeroAndMaxString", player_attributes: { "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil> }, team: "NonZeroAndMaxString", latency_in_ms: { "NonEmptyString" => 1, }, }, ], })
@example Response structure
resp.matchmaking_ticket.ticket_id #=> String resp.matchmaking_ticket.configuration_name #=> String resp.matchmaking_ticket.configuration_arn #=> String resp.matchmaking_ticket.status #=> String, one of "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT" resp.matchmaking_ticket.status_reason #=> String resp.matchmaking_ticket.status_message #=> String resp.matchmaking_ticket.start_time #=> Time resp.matchmaking_ticket.end_time #=> Time resp.matchmaking_ticket.players #=> Array resp.matchmaking_ticket.players[0].player_id #=> String resp.matchmaking_ticket.players[0].player_attributes #=> Hash resp.matchmaking_ticket.players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil> resp.matchmaking_ticket.players[0].team #=> String resp.matchmaking_ticket.players[0].latency_in_ms #=> Hash resp.matchmaking_ticket.players[0].latency_in_ms["NonEmptyString"] #=> Integer resp.matchmaking_ticket.game_session_connection_info.game_session_arn #=> String resp.matchmaking_ticket.game_session_connection_info.ip_address #=> String resp.matchmaking_ticket.game_session_connection_info.dns_name #=> String resp.matchmaking_ticket.game_session_connection_info.port #=> Integer resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions #=> Array resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_id #=> String resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_session_id #=> String resp.matchmaking_ticket.estimated_wait_time #=> Integer
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill AWS API Documentation
@overload
start_match_backfill
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7465 def start_match_backfill(params = {}, options = {}) req = build_request(:start_match_backfill, params) req.send_request(options) end
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][1
- Set Up FlexMatch event notification][2
- How
GameLift
FlexMatch works][3 - Set Up FlexMatch event notification][2
-
**Related actions**
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html [2]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html [3]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html [4]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [String] :ticket_id
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
@option params [required, String] :configuration_name
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
@option params [required, Array<Types::Player>] :players
Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, `Player` objects contain the name of the team the player is assigned to.
@return [Types::StartMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::StartMatchmakingOutput#matchmaking_ticket #matchmaking_ticket} => Types::MatchmakingTicket
@example Request syntax with placeholder values
resp = client.start_matchmaking({ ticket_id: "MatchmakingIdStringModel", configuration_name: "MatchmakingConfigurationName", # required players: [ # required { player_id: "NonZeroAndMaxString", player_attributes: { "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil> }, team: "NonZeroAndMaxString", latency_in_ms: { "NonEmptyString" => 1, }, }, ], })
@example Response structure
resp.matchmaking_ticket.ticket_id #=> String resp.matchmaking_ticket.configuration_name #=> String resp.matchmaking_ticket.configuration_arn #=> String resp.matchmaking_ticket.status #=> String, one of "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT" resp.matchmaking_ticket.status_reason #=> String resp.matchmaking_ticket.status_message #=> String resp.matchmaking_ticket.start_time #=> Time resp.matchmaking_ticket.end_time #=> Time resp.matchmaking_ticket.players #=> Array resp.matchmaking_ticket.players[0].player_id #=> String resp.matchmaking_ticket.players[0].player_attributes #=> Hash resp.matchmaking_ticket.players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil> resp.matchmaking_ticket.players[0].team #=> String resp.matchmaking_ticket.players[0].latency_in_ms #=> Hash resp.matchmaking_ticket.players[0].latency_in_ms["NonEmptyString"] #=> Integer resp.matchmaking_ticket.game_session_connection_info.game_session_arn #=> String resp.matchmaking_ticket.game_session_connection_info.ip_address #=> String resp.matchmaking_ticket.game_session_connection_info.dns_name #=> String resp.matchmaking_ticket.game_session_connection_info.port #=> Integer resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions #=> Array resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_id #=> String resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_session_id #=> String resp.matchmaking_ticket.estimated_wait_time #=> Integer
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking AWS API Documentation
@overload
start_matchmaking
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7583 def start_matchmaking(params = {}, options = {}) req = build_request(:start_matchmaking, params) req.send_request(options) end
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][1 -
**Related actions**
CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.
@option params [required, Array<String>] :actions
List of actions to suspend on the fleet.
@option params [String] :location
The fleet location to stop fleet actions for. Specify a location in the form of an AWS Region code, such as `us-west-2`.
@return [Types::StopFleetActionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::StopFleetActionsOutput#fleet_id #fleet_id} => String * {Types::StopFleetActionsOutput#fleet_arn #fleet_arn} => String
@example Request syntax with placeholder values
resp = client.stop_fleet_actions({ fleet_id: "FleetIdOrArn", # required actions: ["AUTO_SCALING"], # required, accepts AUTO_SCALING location: "LocationStringModel", })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions AWS API Documentation
@overload
stop_fleet_actions
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7663 def stop_fleet_actions(params = {}, options = {}) req = build_request(:stop_fleet_actions, params) req.send_request(options) end
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]
@option params [required, String] :placement_id
A unique identifier for a game session placement to cancel.
@return [Types::StopGameSessionPlacementOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::StopGameSessionPlacementOutput#game_session_placement #game_session_placement} => Types::GameSessionPlacement
@example Request syntax with placeholder values
resp = client.stop_game_session_placement({ placement_id: "IdStringModel", # required })
@example Response structure
resp.game_session_placement.placement_id #=> String resp.game_session_placement.game_session_queue_name #=> String resp.game_session_placement.status #=> String, one of "PENDING", "FULFILLED", "CANCELLED", "TIMED_OUT", "FAILED" resp.game_session_placement.game_properties #=> Array resp.game_session_placement.game_properties[0].key #=> String resp.game_session_placement.game_properties[0].value #=> String resp.game_session_placement.maximum_player_session_count #=> Integer resp.game_session_placement.game_session_name #=> String resp.game_session_placement.game_session_id #=> String resp.game_session_placement.game_session_arn #=> String resp.game_session_placement.game_session_region #=> String resp.game_session_placement.player_latencies #=> Array resp.game_session_placement.player_latencies[0].player_id #=> String resp.game_session_placement.player_latencies[0].region_identifier #=> String resp.game_session_placement.player_latencies[0].latency_in_milliseconds #=> Float resp.game_session_placement.start_time #=> Time resp.game_session_placement.end_time #=> Time resp.game_session_placement.ip_address #=> String resp.game_session_placement.dns_name #=> String resp.game_session_placement.port #=> Integer resp.game_session_placement.placed_player_sessions #=> Array resp.game_session_placement.placed_player_sessions[0].player_id #=> String resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String resp.game_session_placement.game_session_data #=> String resp.game_session_placement.matchmaker_data #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement AWS API Documentation
@overload stop_game_session_placement
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7729 def stop_game_session_placement(params = {}, options = {}) req = build_request(:stop_game_session_placement, params) req.send_request(options) end
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.
<note markdown=“1”> If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).
</note>
**Learn more**
- Add FlexMatch to a game client][1
-
**Related actions**
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :ticket_id
A unique identifier for a matchmaking ticket.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.stop_matchmaking({ ticket_id: "MatchmakingIdStringModel", # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking AWS API Documentation
@overload
stop_matchmaking
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7779 def stop_matchmaking(params = {}, options = {}) req = build_request(:stop_matchmaking, params) req.send_request(options) end
**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][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
@option params [required, Array<String>] :suspend_actions
The activity to suspend for this game server group.
@return [Types::SuspendGameServerGroupOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::SuspendGameServerGroupOutput#game_server_group #game_server_group} => Types::GameServerGroup
@example Request syntax with placeholder values
resp = client.suspend_game_server_group({ game_server_group_name: "GameServerGroupNameOrArn", # required suspend_actions: ["REPLACE_INSTANCE_TYPES"], # required, accepts REPLACE_INSTANCE_TYPES })
@example Response structure
resp.game_server_group.game_server_group_name #=> String resp.game_server_group.game_server_group_arn #=> String resp.game_server_group.role_arn #=> String resp.game_server_group.instance_definitions #=> Array resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_group.instance_definitions[0].weighted_capacity #=> String resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_group.auto_scaling_group_arn #=> String resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_group.status_reason #=> String resp.game_server_group.suspended_actions #=> Array resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_group.creation_time #=> Time resp.game_server_group.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup AWS API Documentation
@overload
suspend_game_server_group
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7864 def suspend_game_server_group(params = {}, options = {}) req = build_request(:suspend_game_server_group, params) req.send_request(options) end
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][1
-
in the *AWS General Reference*
- AWS Tagging Strategies][2
-
**Related actions**
TagResource | UntagResource | ListTagsForResource | [All APIs by task]
[1]: docs.aws.amazon.com/general/latest/gr/aws_tagging.html [2]: aws.amazon.com/answers/account-management/aws-tagging-strategies/ [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :resource_arn
The Amazon Resource Name ([ARN][1]) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type. [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
@option params [required, Array<Types::Tag>] :tags
A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See [ Tagging AWS Resources][1] for actual tagging limits. [1]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.tag_resource({ resource_arn: "AmazonResourceName", # required tags: [ # required { key: "TagKey", # required value: "TagValue", # required }, ], })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource AWS API Documentation
@overload
tag_resource
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 7951 def tag_resource(params = {}, options = {}) req = build_request(:tag_resource, params) req.send_request(options) end
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][1
-
in the *AWS General Reference*
- AWS Tagging Strategies][2
-
**Related actions**
TagResource | UntagResource | ListTagsForResource | [All APIs by task]
[1]: docs.aws.amazon.com/general/latest/gr/aws_tagging.html [2]: aws.amazon.com/answers/account-management/aws-tagging-strategies/ [3]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :resource_arn
The Amazon Resource Name ([ARN][1]) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type. [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
@option params [required, Array<String>] :tag_keys
A list of one or more tag keys to remove from the specified GameLift resource. An AWS resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.
@return [Struct] Returns an empty {Seahorse::Client::Response response}.
@example Request syntax with placeholder values
resp = client.untag_resource({ resource_arn: "AmazonResourceName", # required tag_keys: ["TagKey"], # required })
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource AWS API Documentation
@overload
untag_resource
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8026 def untag_resource(params = {}, options = {}) req = build_request(:untag_resource, params) req.send_request(options) end
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
**Related actions**
CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | [All APIs by task]
@option params [required, String] :alias_id
A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.
@option params [String] :name
A descriptive label that is associated with an alias. Alias names do not need to be unique.
@option params [String] :description
A human-readable description of the alias.
@option params [Types::RoutingStrategy] :routing_strategy
The routing configuration, including routing type and fleet target, for the alias.
@return [Types::UpdateAliasOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateAliasOutput#alias #alias} => Types::Alias
@example Request syntax with placeholder values
resp = client.update_alias({ alias_id: "AliasIdOrArn", # required name: "NonBlankAndLengthConstraintString", description: "NonZeroAndMaxString", routing_strategy: { type: "SIMPLE", # accepts SIMPLE, TERMINAL fleet_id: "FleetId", message: "FreeText", }, })
@example Response structure
resp.alias.alias_id #=> String resp.alias.name #=> String resp.alias.alias_arn #=> String resp.alias.description #=> String resp.alias.routing_strategy.type #=> String, one of "SIMPLE", "TERMINAL" resp.alias.routing_strategy.fleet_id #=> String resp.alias.routing_strategy.message #=> String resp.alias.creation_time #=> Time resp.alias.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias AWS API Documentation
@overload update_alias
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8093 def update_alias(params = {}, options = {}) req = build_request(:update_alias, params) req.send_request(options) end
Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
**Learn more**
- Upload a Custom Server Build][1
-
**Related actions**
CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :build_id
A unique identifier for the build to update. You can use either the build ID or ARN value.
@option params [String] :name
A descriptive label that is associated with a build. Build names do not need to be unique.
@option params [String] :version
Version information that is associated with a build or script. Version strings do not need to be unique.
@return [Types::UpdateBuildOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateBuildOutput#build #build} => Types::Build
@example Request syntax with placeholder values
resp = client.update_build({ build_id: "BuildIdOrArn", # required name: "NonZeroAndMaxString", version: "NonZeroAndMaxString", })
@example Response structure
resp.build.build_id #=> String resp.build.build_arn #=> String resp.build.name #=> String resp.build.version #=> String resp.build.status #=> String, one of "INITIALIZED", "READY", "FAILED" resp.build.size_on_disk #=> Integer resp.build.operating_system #=> String, one of "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2" resp.build.creation_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild AWS API Documentation
@overload
update_build
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8156 def update_build(params = {}, options = {}) req = build_request(:update_build, params) req.send_request(options) end
Updates a fleet's mutable attributes, including game session protection and resource creation limits.
To update fleet attributes, specify the fleet ID and the property values that you want to change.
If successful, an updated `FleetAttributes` object is returned.
**Learn more**
- Setting up
GameLift
fleets][1 -
**Related actions**
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.
@option params [String] :name
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
@option params [String] :description
A human-readable description of a fleet.
@option params [String] :new_game_session_protection_policy
The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession. * **NoProtection** -- The game session can be terminated during a scale-down event. * **FullProtection** -- If the game session is in an `ACTIVE` status, it cannot be terminated during a scale-down event.
@option params [Types::ResourceCreationLimitPolicy] :resource_creation_limit_policy
Policy settings that limit the number of game sessions an individual player can create over a span of time.
@option params [Array<String>] :metric_groups
The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
@return [Types::UpdateFleetAttributesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateFleetAttributesOutput#fleet_id #fleet_id} => String
@example Request syntax with placeholder values
resp = client.update_fleet_attributes({ fleet_id: "FleetIdOrArn", # required name: "NonZeroAndMaxString", description: "NonZeroAndMaxString", new_game_session_protection_policy: "NoProtection", # accepts NoProtection, FullProtection resource_creation_limit_policy: { new_game_sessions_per_creator: 1, policy_period_in_minutes: 1, }, metric_groups: ["MetricGroup"], })
@example Response structure
resp.fleet_id #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes AWS API Documentation
@overload
update_fleet_attributes
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8246 def update_fleet_attributes(params = {}, options = {}) req = build_request(:update_fleet_attributes, params) req.send_request(options) end
Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:
-
Minimum/maximum size: Set hard limits on fleet capacity.
GameLift
cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. -
Desired capacity: Manually set the number of EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand.
This operation can be used in the following ways:
-
To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the `Location` parameter. The fleet must be in `ACTIVE` status.
-
To update capacity for a fleet's remote location, include the `Location` parameter set to the location to be updated. The location must be in `ACTIVE` status.
If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift
initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the `LimitExceeded` exception occurs.
**Learn more**
- Scaling fleet capacity][1
-
**Related actions**
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.
@option params [Integer] :desired_instances
The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
@option params [Integer] :min_size
The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
@option params [Integer] :max_size
The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
@option params [String] :location
The name of a remote location to update fleet capacity settings for, in the form of an AWS Region code such as `us-west-2`.
@return [Types::UpdateFleetCapacityOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateFleetCapacityOutput#fleet_id #fleet_id} => String * {Types::UpdateFleetCapacityOutput#fleet_arn #fleet_arn} => String * {Types::UpdateFleetCapacityOutput#location #location} => String
@example Request syntax with placeholder values
resp = client.update_fleet_capacity({ fleet_id: "FleetIdOrArn", # required desired_instances: 1, min_size: 1, max_size: 1, location: "LocationStringModel", })
@example Response structure
resp.fleet_id #=> String resp.fleet_arn #=> String resp.location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity AWS API Documentation
@overload
update_fleet_capacity
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8354 def update_fleet_capacity(params = {}, options = {}) req = build_request(:update_fleet_capacity, params) req.send_request(options) end
Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in `InboundPermissionAuthorizations`, and permissions you want to remove in `InboundPermissionRevocations`. Permissions to be removed must match existing fleet permissions.
If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling `DescribeFleetPortSettings` with a location name.
**Learn more**
- Setting up
GameLift
fleets][1 -
**Related actions**
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.
@option params [Array<Types::IpPermission>] :inbound_permission_authorizations
A collection of port settings to be added to the fleet resource.
@option params [Array<Types::IpPermission>] :inbound_permission_revocations
A collection of port settings to be removed from the fleet resource.
@return [Types::UpdateFleetPortSettingsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateFleetPortSettingsOutput#fleet_id #fleet_id} => String
@example Request syntax with placeholder values
resp = client.update_fleet_port_settings({ fleet_id: "FleetIdOrArn", # required inbound_permission_authorizations: [ { from_port: 1, # required to_port: 1, # required ip_range: "NonBlankString", # required protocol: "TCP", # required, accepts TCP, UDP }, ], inbound_permission_revocations: [ { from_port: 1, # required to_port: 1, # required ip_range: "NonBlankString", # required protocol: "TCP", # required, accepts TCP, UDP }, ], })
@example Response structure
resp.fleet_id #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings AWS API Documentation
@overload
update_fleet_port_settings
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8435 def update_fleet_port_settings(params = {}, options = {}) req = build_request(:update_fleet_port_settings, params) req.send_request(options) end
**This operation is used with the GameLift
FleetIQ solution and game server groups.**
Updates information about a registered game server to help GameLift
FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.
Use this operation to update the following types of game server information. You can make all three types of updates in the same request:
-
To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.
-
To report health status, identify the game server and game server group and set health check to `HEALTHY`. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.
-
To change game server metadata, provide updated game server data.
Once a game server is successfully updated, the relevant statuses and timestamps are updated.
**Learn more**
GameLift
FleetIQ Guide][1-
**Related actions**
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
@option params [required, String] :game_server_id
A custom string that uniquely identifies the game server to update.
@option params [String] :game_server_data
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.
@option params [String] :utilization_status
Indicates whether the game server is available or is currently hosting gameplay.
@option params [String] :health_check
Indicates health status of the game server. A request that includes this parameter updates the game server's *LastHealthCheckTime* timestamp.
@return [Types::UpdateGameServerOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateGameServerOutput#game_server #game_server} => Types::GameServer
@example Request syntax with placeholder values
resp = client.update_game_server({ game_server_group_name: "GameServerGroupNameOrArn", # required game_server_id: "GameServerId", # required game_server_data: "GameServerData", utilization_status: "AVAILABLE", # accepts AVAILABLE, UTILIZED health_check: "HEALTHY", # accepts HEALTHY })
@example Response structure
resp.game_server.game_server_group_name #=> String resp.game_server.game_server_group_arn #=> String resp.game_server.game_server_id #=> String resp.game_server.instance_id #=> String resp.game_server.connection_info #=> String resp.game_server.game_server_data #=> String resp.game_server.claim_status #=> String, one of "CLAIMED" resp.game_server.utilization_status #=> String, one of "AVAILABLE", "UTILIZED" resp.game_server.registration_time #=> Time resp.game_server.last_claim_time #=> Time resp.game_server.last_health_check_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer AWS API Documentation
@overload
update_game_server
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8539 def update_game_server(params = {}, options = {}) req = build_request(:update_game_server, params) req.send_request(options) end
**This operation is used with the GameLift
FleetIQ solution and game server groups.**
Updates GameLift
FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift
FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.
**Learn more**
GameLift
FleetIQ Guide][1-
**Related actions**
CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html [2]: docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html
@option params [required, String] :game_server_group_name
A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.
@option params [String] :role_arn
The Amazon Resource Name ([ARN][1]) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
@option params [Array<Types::InstanceDefinition>] :instance_definitions
An updated list of EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see [EC2 Instance Types][1] in the *Amazon EC2 User Guide*. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see [ Instance Weighting for Amazon EC2 Auto Scaling][2] in the Amazon EC2 Auto Scaling User Guide. [1]: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html [2]: https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html
@option params [String] :game_server_protection_policy
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to `NO_PROTECTION` by default.
@option params [String] :balancing_strategy
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: * `SPOT_ONLY` - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. * `SPOT_PREFERRED` - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. * `ON_DEMAND_ONLY` - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
@return [Types::UpdateGameServerGroupOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateGameServerGroupOutput#game_server_group #game_server_group} => Types::GameServerGroup
@example Request syntax with placeholder values
resp = client.update_game_server_group({ game_server_group_name: "GameServerGroupNameOrArn", # required role_arn: "IamRoleArn", instance_definitions: [ { instance_type: "c4.large", # required, accepts c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge weighted_capacity: "WeightedCapacity", }, ], game_server_protection_policy: "NO_PROTECTION", # accepts NO_PROTECTION, FULL_PROTECTION balancing_strategy: "SPOT_ONLY", # accepts SPOT_ONLY, SPOT_PREFERRED, ON_DEMAND_ONLY })
@example Response structure
resp.game_server_group.game_server_group_name #=> String resp.game_server_group.game_server_group_arn #=> String resp.game_server_group.role_arn #=> String resp.game_server_group.instance_definitions #=> Array resp.game_server_group.instance_definitions[0].instance_type #=> String, one of "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge" resp.game_server_group.instance_definitions[0].weighted_capacity #=> String resp.game_server_group.balancing_strategy #=> String, one of "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" resp.game_server_group.game_server_protection_policy #=> String, one of "NO_PROTECTION", "FULL_PROTECTION" resp.game_server_group.auto_scaling_group_arn #=> String resp.game_server_group.status #=> String, one of "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" resp.game_server_group.status_reason #=> String resp.game_server_group.suspended_actions #=> Array resp.game_server_group.suspended_actions[0] #=> String, one of "REPLACE_INSTANCE_TYPES" resp.game_server_group.creation_time #=> Time resp.game_server_group.last_updated_time #=> Time
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup AWS API Documentation
@overload
update_game_server_group
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8680 def update_game_server_group(params = {}, options = {}) req = build_request(:update_game_server_group, params) req.send_request(options) end
Updates the mutable properties of a game session.
To update a game session, specify the game session ID and the values you want to change.
If successful, the updated `GameSession` object is returned.
**Related actions**
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | [All APIs by task]
@option params [required, String] :game_session_id
A unique identifier for the game session to update.
@option params [Integer] :maximum_player_session_count
The maximum number of players that can be connected simultaneously to the game session.
@option params [String] :name
A descriptive label that is associated with a game session. Session names do not need to be unique.
@option params [String] :player_session_creation_policy
A policy that determines whether the game session is accepting new players.
@option params [String] :protection_policy
Game session protection policy to apply to this game session only. * **NoProtection** -- The game session can be terminated during a scale-down event. * **FullProtection** -- If the game session is in an `ACTIVE` status, it cannot be terminated during a scale-down event.
@return [Types::UpdateGameSessionOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateGameSessionOutput#game_session #game_session} => Types::GameSession
@example Request syntax with placeholder values
resp = client.update_game_session({ game_session_id: "ArnStringModel", # required maximum_player_session_count: 1, name: "NonZeroAndMaxString", player_session_creation_policy: "ACCEPT_ALL", # accepts ACCEPT_ALL, DENY_ALL protection_policy: "NoProtection", # accepts NoProtection, FullProtection })
@example Response structure
resp.game_session.game_session_id #=> String resp.game_session.name #=> String resp.game_session.fleet_id #=> String resp.game_session.fleet_arn #=> String resp.game_session.creation_time #=> Time resp.game_session.termination_time #=> Time resp.game_session.current_player_session_count #=> Integer resp.game_session.maximum_player_session_count #=> Integer resp.game_session.status #=> String, one of "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR" resp.game_session.status_reason #=> String, one of "INTERRUPTED" resp.game_session.game_properties #=> Array resp.game_session.game_properties[0].key #=> String resp.game_session.game_properties[0].value #=> String resp.game_session.ip_address #=> String resp.game_session.dns_name #=> String resp.game_session.port #=> Integer resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL" resp.game_session.creator_id #=> String resp.game_session.game_session_data #=> String resp.game_session.matchmaker_data #=> String resp.game_session.location #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession AWS API Documentation
@overload update_game_session
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8770 def update_game_session(params = {}, options = {}) req = build_request(:update_game_session, params) req.send_request(options) end
Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
**Learn more**
- Using Multi-Region Queues][1
-
**Related actions**
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
@option params [Integer] :timeout_in_seconds
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a `TIMED_OUT` status.
@option params [Array<Types::PlayerLatencyPolicy>] :player_latency_policies
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.
@option params [Array<Types::GameSessionQueueDestination>] :destinations
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.
@option params [Types::FilterConfiguration] :filter_configuration
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as `us-west-2`. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
@option params [Types::PriorityConfiguration] :priority_configuration
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.
@option params [String] :custom_event_data
Information to be added to all events that are related to this game session queue.
@option params [String] :notification_target
An SNS topic ARN that is set up to receive game session placement notifications. See [ Setting up notifications for game session placement][1]. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html
@return [Types::UpdateGameSessionQueueOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateGameSessionQueueOutput#game_session_queue #game_session_queue} => Types::GameSessionQueue
@example Request syntax with placeholder values
resp = client.update_game_session_queue({ name: "GameSessionQueueNameOrArn", # required timeout_in_seconds: 1, player_latency_policies: [ { maximum_individual_player_latency_milliseconds: 1, policy_duration_seconds: 1, }, ], destinations: [ { destination_arn: "ArnStringModel", }, ], filter_configuration: { allowed_locations: ["LocationStringModel"], }, priority_configuration: { priority_order: ["LATENCY"], # accepts LATENCY, COST, DESTINATION, LOCATION location_order: ["LocationStringModel"], }, custom_event_data: "QueueCustomEventData", notification_target: "QueueSnsArnStringModel", })
@example Response structure
resp.game_session_queue.name #=> String resp.game_session_queue.game_session_queue_arn #=> String resp.game_session_queue.timeout_in_seconds #=> Integer resp.game_session_queue.player_latency_policies #=> Array resp.game_session_queue.player_latency_policies[0].maximum_individual_player_latency_milliseconds #=> Integer resp.game_session_queue.player_latency_policies[0].policy_duration_seconds #=> Integer resp.game_session_queue.destinations #=> Array resp.game_session_queue.destinations[0].destination_arn #=> String resp.game_session_queue.filter_configuration.allowed_locations #=> Array resp.game_session_queue.filter_configuration.allowed_locations[0] #=> String resp.game_session_queue.priority_configuration.priority_order #=> Array resp.game_session_queue.priority_configuration.priority_order[0] #=> String, one of "LATENCY", "COST", "DESTINATION", "LOCATION" resp.game_session_queue.priority_configuration.location_order #=> Array resp.game_session_queue.priority_configuration.location_order[0] #=> String resp.game_session_queue.custom_event_data #=> String resp.game_session_queue.notification_target #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue AWS API Documentation
@overload
update_game_session_queue
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 8904 def update_game_session_queue(params = {}, options = {}) req = build_request(:update_game_session_queue, params) req.send_request(options) end
Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.
**Learn more**
- Design a FlexMatch matchmaker][1
-
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :name
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
@option params [String] :description
A descriptive label that is associated with matchmaking configuration.
@option params [Array<String>] :game_session_queue_arns
The Amazon Resource Name ([ARN][1]) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is `arn:aws:gamelift:<region>::gamesessionqueue/<queue name>`. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If `FlexMatchMode` is set to `STANDALONE`, do not set this parameter. [1]: https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
@option params [Integer] :request_timeout_seconds
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
@option params [Integer] :acceptance_timeout_seconds
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
@option params [Boolean] :acceptance_required
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status `REQUIRES_ACCEPTANCE` to indicate when a completed potential match is waiting for player acceptance.
@option params [String] :rule_set_name
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
@option params [String] :notification_target
An SNS topic ARN that is set up to receive matchmaking notifications. See [ Setting up notifications for matchmaking][1] for more information. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html
@option params [Integer] :additional_player_count
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if `FlexMatchMode` is set to `STANDALONE`.
@option params [String] :custom_event_data
Information to add to all events related to the matchmaking configuration.
@option params [Array<Types::GameProperty>] :game_properties
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see [Start a Game Session][1]). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if `FlexMatchMode` is set to `STANDALONE`. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
@option params [String] :game_session_data
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see [Start a Game Session][1]). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if `FlexMatchMode` is set to `STANDALONE`. [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
@option params [String] :backfill_mode
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in [Backfill Existing Games with FlexMatch][1]. Automatic backfill is not available when `FlexMatchMode` is set to `STANDALONE`. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html
@option params [String] :flex_match_mode
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. * **STANDALONE** - FlexMatch forms matches and returns match information, including players and team assignments, in a [ MatchmakingSucceeded][1] event. * **WITH\_QUEUE** - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match. [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded
@return [Types::UpdateMatchmakingConfigurationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateMatchmakingConfigurationOutput#configuration #configuration} => Types::MatchmakingConfiguration
@example Request syntax with placeholder values
resp = client.update_matchmaking_configuration({ name: "MatchmakingConfigurationName", # required description: "NonZeroAndMaxString", game_session_queue_arns: ["ArnStringModel"], request_timeout_seconds: 1, acceptance_timeout_seconds: 1, acceptance_required: false, rule_set_name: "MatchmakingRuleSetName", notification_target: "SnsArnStringModel", additional_player_count: 1, custom_event_data: "CustomEventData", game_properties: [ { key: "GamePropertyKey", # required value: "GamePropertyValue", # required }, ], game_session_data: "GameSessionData", backfill_mode: "AUTOMATIC", # accepts AUTOMATIC, MANUAL flex_match_mode: "STANDALONE", # accepts STANDALONE, WITH_QUEUE })
@example Response structure
resp.configuration.name #=> String resp.configuration.configuration_arn #=> String resp.configuration.description #=> String resp.configuration.game_session_queue_arns #=> Array resp.configuration.game_session_queue_arns[0] #=> String resp.configuration.request_timeout_seconds #=> Integer resp.configuration.acceptance_timeout_seconds #=> Integer resp.configuration.acceptance_required #=> Boolean resp.configuration.rule_set_name #=> String resp.configuration.rule_set_arn #=> String resp.configuration.notification_target #=> String resp.configuration.additional_player_count #=> Integer resp.configuration.custom_event_data #=> String resp.configuration.creation_time #=> Time resp.configuration.game_properties #=> Array resp.configuration.game_properties[0].key #=> String resp.configuration.game_properties[0].value #=> String resp.configuration.game_session_data #=> String resp.configuration.backfill_mode #=> String, one of "AUTOMATIC", "MANUAL" resp.configuration.flex_match_mode #=> String, one of "STANDALONE", "WITH_QUEUE"
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration AWS API Documentation
@overload
update_matchmaking_configuration
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 9102 def update_matchmaking_configuration(params = {}, options = {}) req = build_request(:update_matchmaking_configuration, params) req.send_request(options) end
Updates the current runtime configuration for the specified fleet, which tells GameLift
how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in `ACTIVE` status.
To update runtime configuration, specify the fleet ID and provide a `RuntimeConfiguration` with an updated set of server process configurations.
If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.
**Learn more**
- Setting up
GameLift
fleets][1 -
**Related actions**
CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :fleet_id
A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.
@option params [required, Types::RuntimeConfiguration] :runtime_configuration
Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.
@return [Types::UpdateRuntimeConfigurationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateRuntimeConfigurationOutput#runtime_configuration #runtime_configuration} => Types::RuntimeConfiguration
@example Request syntax with placeholder values
resp = client.update_runtime_configuration({ fleet_id: "FleetIdOrArn", # required runtime_configuration: { # required server_processes: [ { launch_path: "NonZeroAndMaxString", # required parameters: "NonZeroAndMaxString", concurrent_executions: 1, # required }, ], max_concurrent_game_session_activations: 1, game_session_activation_timeout_seconds: 1, }, })
@example Response structure
resp.runtime_configuration.server_processes #=> Array resp.runtime_configuration.server_processes[0].launch_path #=> String resp.runtime_configuration.server_processes[0].parameters #=> String resp.runtime_configuration.server_processes[0].concurrent_executions #=> Integer resp.runtime_configuration.max_concurrent_game_session_activations #=> Integer resp.runtime_configuration.game_session_activation_timeout_seconds #=> Integer
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration AWS API Documentation
@overload
update_runtime_configuration
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 9186 def update_runtime_configuration(params = {}, options = {}) req = build_request(:update_runtime_configuration, params) req.send_request(options) end
Updates Realtime script metadata and content.
To update script metadata, specify the script ID and provide updated name and/or version values.
To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.
If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift
service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
**Learn more**
- Amazon
GameLift
Realtime Servers][1 -
**Related actions**
CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :script_id
A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.
@option params [String] :name
A descriptive label that is associated with a script. Script names do not need to be unique.
@option params [String] :version
Version information that is associated with a build or script. Version strings do not need to be unique.
@option params [Types::S3Location] :storage_location
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the `ObjectVersion` parameter to specify an earlier version.
@option params [String, StringIO, File] :zip_file
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: `--zip-file fileb://myRealtimeScript.zip`.
@return [Types::UpdateScriptOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::UpdateScriptOutput#script #script} => Types::Script
@example Request syntax with placeholder values
resp = client.update_script({ script_id: "ScriptIdOrArn", # required name: "NonZeroAndMaxString", version: "NonZeroAndMaxString", storage_location: { bucket: "NonEmptyString", key: "NonEmptyString", role_arn: "NonEmptyString", object_version: "NonEmptyString", }, zip_file: "data", })
@example Response structure
resp.script.script_id #=> String resp.script.script_arn #=> String resp.script.name #=> String resp.script.version #=> String resp.script.size_on_disk #=> Integer resp.script.creation_time #=> Time resp.script.storage_location.bucket #=> String resp.script.storage_location.key #=> String resp.script.storage_location.role_arn #=> String resp.script.storage_location.object_version #=> String
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript AWS API Documentation
@overload
update_script
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 9288 def update_script(params = {}, options = {}) req = build_request(:update_script, params) req.send_request(options) end
Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.
**Learn more**
- Build a rule set][1
^
**Related actions**
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | [All APIs by task]
[1]: docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html [2]: docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets
@option params [required, String] :rule_set_body
A collection of matchmaking rules to validate, formatted as a JSON string.
@return [Types::ValidateMatchmakingRuleSetOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
* {Types::ValidateMatchmakingRuleSetOutput#valid #valid} => Boolean
@example Request syntax with placeholder values
resp = client.validate_matchmaking_rule_set({ rule_set_body: "RuleSetBody", # required })
@example Response structure
resp.valid #=> Boolean
@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet AWS API Documentation
@overload validate_matchmaking_rule_set
(params = {}) @param [Hash] params ({})
# File lib/aws-sdk-gamelift/client.rb, line 9339 def validate_matchmaking_rule_set(params = {}, options = {}) req = build_request(:validate_matchmaking_rule_set, params) req.send_request(options) end
@api private @deprecated
# File lib/aws-sdk-gamelift/client.rb, line 9363 def waiter_names [] end