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Showing content from https://docs.aws.amazon.com/sdkfornet/v3/apidocs/items/GameLift/TGameLiftClient.html below:

AmazonGameLiftClient Class | AWS SDK for .NET V3

Name Description AcceptMatch(AcceptMatchRequest)

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

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

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

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

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

AcceptMatchAsync(AcceptMatchRequest, CancellationToken)

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

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

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

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

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

ClaimGameServer(ClaimGameServerRequest)

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

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

ClaimGameServerAsync(ClaimGameServerRequest, CancellationToken)

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

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

CreateAlias(CreateAliasRequest)

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

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

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

Related actions

All APIs by task

CreateAliasAsync(CreateAliasRequest, CancellationToken)

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

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

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

Related actions

All APIs by task

CreateBuild(CreateBuildRequest)

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

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

You can use the CreateBuild operation in the following scenarios:

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

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

CreateBuildAsync(CreateBuildRequest, CancellationToken)

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

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

You can use the CreateBuild operation in the following scenarios:

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

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

CreateContainerFleet(CreateContainerFleetRequest)

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

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

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

Request options

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

Results

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

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

CreateContainerFleetAsync(CreateContainerFleetRequest, CancellationToken)

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

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

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

Request options

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

Results

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

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

CreateContainerGroupDefinition(CreateContainerGroupDefinitionRequest)

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

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

There are two types of container groups:

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

Request options

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

Results

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

CreateContainerGroupDefinitionAsync(CreateContainerGroupDefinitionRequest, CancellationToken)

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

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

There are two types of container groups:

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

Request options

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

Results

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

CreateFleet(CreateFleetRequest)

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

Managed EC2 fleet

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

To create an EC2 fleet, provide these required parameters:

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

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

Anywhere fleet

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

To create an Anywhere fleet, provide these required parameters:

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

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

CreateFleetAsync(CreateFleetRequest, CancellationToken)

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

Managed EC2 fleet

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

To create an EC2 fleet, provide these required parameters:

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

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

Anywhere fleet

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

To create an Anywhere fleet, provide these required parameters:

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

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

CreateFleetLocations(CreateFleetLocationsRequest)

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

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

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

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

Learn more

Setting up fleets

Update fleet locations

Amazon GameLift Servers service locations for managed hosting.

CreateFleetLocationsAsync(CreateFleetLocationsRequest, CancellationToken)

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

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

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

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

Learn more

Setting up fleets

Update fleet locations

Amazon GameLift Servers service locations for managed hosting.

CreateGameServerGroup(CreateGameServerGroupRequest)

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

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

CreateGameServerGroupAsync(CreateGameServerGroupRequest, CancellationToken)

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

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

CreateGameSession(CreateGameSessionRequest)

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

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

You can use this operation in the following ways:

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

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

Available in Amazon GameLift Servers Local.

Learn more

Start a game session

All APIs by task

CreateGameSessionAsync(CreateGameSessionRequest, CancellationToken)

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

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

You can use this operation in the following ways:

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

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

Available in Amazon GameLift Servers Local.

Learn more

Start a game session

All APIs by task

CreateGameSessionQueue(CreateGameSessionQueueRequest)

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

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

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

Request options

Use this operation to make these common types of requests.

Results

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

Learn more

Design a game session queue

Create a game session queue

Related actions

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

CreateGameSessionQueueAsync(CreateGameSessionQueueRequest, CancellationToken)

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

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

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

Request options

Use this operation to make these common types of requests.

Results

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

Learn more

Design a game session queue

Create a game session queue

Related actions

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

CreateLocation(CreateLocationRequest)

Creates a custom location for use in an Anywhere fleet.

CreateLocationAsync(CreateLocationRequest, CancellationToken)

Creates a custom location for use in an Anywhere fleet.

CreateMatchmakingConfiguration(CreateMatchmakingConfigurationRequest)

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

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

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

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

CreateMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest, CancellationToken)

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

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

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

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

CreateMatchmakingRuleSet(CreateMatchmakingRuleSetRequest)

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

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

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

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CreateMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest, CancellationToken)

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

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

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

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CreatePlayerSession(string, string)

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

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

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

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

Related actions

All APIs by task

CreatePlayerSession(CreatePlayerSessionRequest)

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

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

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

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

Related actions

All APIs by task

CreatePlayerSessionAsync(string, string, CancellationToken)

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

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

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

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

Related actions

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CreatePlayerSessionAsync(CreatePlayerSessionRequest, CancellationToken)

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

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

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

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

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CreatePlayerSessions(string, List<String>)

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

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

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

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

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CreatePlayerSessions(CreatePlayerSessionsRequest)

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

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

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

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

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CreatePlayerSessionsAsync(string, List<String>, CancellationToken)

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

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

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

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

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CreatePlayerSessionsAsync(CreatePlayerSessionsRequest, CancellationToken)

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

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

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

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

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CreateScript(CreateScriptRequest)

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

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

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

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CreateScriptAsync(CreateScriptRequest, CancellationToken)

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

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

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

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CreateVpcPeeringAuthorization(CreateVpcPeeringAuthorizationRequest)

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

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

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

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

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

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CreateVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest, CancellationToken)

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

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

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

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

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

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CreateVpcPeeringConnection(CreateVpcPeeringConnectionRequest)

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

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

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

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CreateVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest, CancellationToken)

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

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

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

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DeleteAlias(string)

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.

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DeleteAlias(DeleteAliasRequest)

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.

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DeleteAliasAsync(string, CancellationToken)

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.

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DeleteAliasAsync(DeleteAliasRequest, CancellationToken)

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.

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DeleteBuild(string)

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.

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DeleteBuild(DeleteBuildRequest)

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.

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DeleteBuildAsync(string, CancellationToken)

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.

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DeleteBuildAsync(DeleteBuildRequest, CancellationToken)

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.

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DeleteContainerFleet(DeleteContainerFleetRequest)

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

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

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Setting up Amazon GameLift Servers Fleets

DeleteContainerFleetAsync(DeleteContainerFleetRequest, CancellationToken)

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

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

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Setting up Amazon GameLift Servers Fleets

DeleteContainerGroupDefinition(DeleteContainerGroupDefinitionRequest)

Deletes a container group definition.

Request options:

Result

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

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DeleteContainerGroupDefinitionAsync(DeleteContainerGroupDefinitionRequest, CancellationToken)

Deletes a container group definition.

Request options:

Result

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

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DeleteFleet(string)

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

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

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

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Setting up Amazon GameLift Servers Fleets

DeleteFleet(DeleteFleetRequest)

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

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

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

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Setting up Amazon GameLift Servers Fleets

DeleteFleetAsync(string, CancellationToken)

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

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

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

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Setting up Amazon GameLift Servers Fleets

DeleteFleetAsync(DeleteFleetRequest, CancellationToken)

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

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

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

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Setting up Amazon GameLift Servers Fleets

DeleteFleetLocations(DeleteFleetLocationsRequest)

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.

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Setting up Amazon GameLift Servers fleets

DeleteFleetLocationsAsync(DeleteFleetLocationsRequest, CancellationToken)

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.

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Setting up Amazon GameLift Servers fleets

DeleteGameServerGroup(DeleteGameServerGroupRequest)

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

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

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

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

Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch.

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Amazon GameLift Servers FleetIQ Guide

DeleteGameServerGroupAsync(DeleteGameServerGroupRequest, CancellationToken)

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

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

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

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

Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch.

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Amazon GameLift Servers FleetIQ Guide

DeleteGameSessionQueue(DeleteGameSessionQueueRequest)

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.

DeleteGameSessionQueueAsync(DeleteGameSessionQueueRequest, CancellationToken)

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.

DeleteLocation(DeleteLocationRequest)

Deletes a custom location.

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

DeleteLocationAsync(DeleteLocationRequest, CancellationToken)

Deletes a custom location.

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

DeleteMatchmakingConfiguration(DeleteMatchmakingConfigurationRequest)

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.

DeleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest, CancellationToken)

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.

DeleteMatchmakingRuleSet(DeleteMatchmakingRuleSetRequest)

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.

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DeleteMatchmakingRuleSetAsync(DeleteMatchmakingRuleSetRequest, CancellationToken)

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.

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DeleteScalingPolicy(DeleteScalingPolicyRequest)

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

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

DeleteScalingPolicyAsync(DeleteScalingPolicyRequest, CancellationToken)

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

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

DeleteScript(DeleteScriptRequest)

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.

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DeleteScriptAsync(DeleteScriptRequest, CancellationToken)

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.

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DeleteVpcPeeringAuthorization(DeleteVpcPeeringAuthorizationRequest)

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

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DeleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest, CancellationToken)

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

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DeleteVpcPeeringConnection(DeleteVpcPeeringConnectionRequest)

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

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

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DeleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest, CancellationToken)

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

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

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DeregisterCompute(DeregisterComputeRequest)

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

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

DeregisterComputeAsync(DeregisterComputeRequest, CancellationToken)

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

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

DeregisterGameServer(DeregisterGameServerRequest)

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

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

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

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Amazon GameLift Servers FleetIQ Guide

DeregisterGameServerAsync(DeregisterGameServerRequest, CancellationToken)

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

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

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

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Amazon GameLift Servers FleetIQ Guide

DescribeAlias(string)

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.

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DescribeAlias(DescribeAliasRequest)

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.

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DescribeAliasAsync(string, CancellationToken)

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.

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DescribeAliasAsync(DescribeAliasRequest, CancellationToken)

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.

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DescribeBuild(string)

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.

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Upload a Custom Server Build

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DescribeBuild(DescribeBuildRequest)

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.

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Upload a Custom Server Build

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DescribeBuildAsync(string, CancellationToken)

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.

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Upload a Custom Server Build

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DescribeBuildAsync(DescribeBuildRequest, CancellationToken)

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.

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DescribeCompute(DescribeComputeRequest)

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

Request options

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

Results

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

DescribeComputeAsync(DescribeComputeRequest, CancellationToken)

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

Request options

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

Results

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

DescribeContainerFleet(DescribeContainerFleetRequest)

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

Request options

Results

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

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

DescribeContainerFleetAsync(DescribeContainerFleetRequest, CancellationToken)

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

Request options

Results

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

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

DescribeContainerGroupDefinition(DescribeContainerGroupDefinitionRequest)

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

Request options:

Results:

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

Learn more

DescribeContainerGroupDefinitionAsync(DescribeContainerGroupDefinitionRequest, CancellationToken)

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

Request options:

Results:

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

Learn more

DescribeEC2InstanceLimits(EC2InstanceType)

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

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

This operation can be used in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeEC2InstanceLimits(DescribeEC2InstanceLimitsRequest)

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

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

This operation can be used in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeEC2InstanceLimitsAsync(EC2InstanceType, CancellationToken)

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

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

This operation can be used in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest, CancellationToken)

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

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

This operation can be used in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetAttributes(DescribeFleetAttributesRequest)

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

You can use this operation in the following ways:

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

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

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetAttributesAsync(DescribeFleetAttributesRequest, CancellationToken)

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

You can use this operation in the following ways:

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

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

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetCapacity(DescribeFleetCapacityRequest)

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

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

This operation can be used in the following ways:

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

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

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

Learn more

Setting up Amazon GameLift Servers fleets

GameLift metrics for fleets

DescribeFleetCapacityAsync(DescribeFleetCapacityRequest, CancellationToken)

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

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

This operation can be used in the following ways:

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

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

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

Learn more

Setting up Amazon GameLift Servers fleets

GameLift metrics for fleets

DescribeFleetDeployment(DescribeFleetDeploymentRequest)

Retrieves information about a managed container fleet deployment.

Request options

Results

If successful, a FleetDeployment object is returned.

DescribeFleetDeploymentAsync(DescribeFleetDeploymentRequest, CancellationToken)

Retrieves information about a managed container fleet deployment.

Request options

Results

If successful, a FleetDeployment object is returned.

DescribeFleetEvents(DescribeFleetEventsRequest)

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

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

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetEventsAsync(DescribeFleetEventsRequest, CancellationToken)

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

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

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetLocationAttributes(DescribeFleetLocationAttributesRequest)

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:

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

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

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

DescribeFleetLocationAttributesAsync(DescribeFleetLocationAttributesRequest, CancellationToken)

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:

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

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

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

DescribeFleetLocationCapacity(DescribeFleetLocationCapacityRequest)

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

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

To retrieve capacity data, identify a fleet and location.

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

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

GameLift metrics for fleets

DescribeFleetLocationCapacityAsync(DescribeFleetLocationCapacityRequest, CancellationToken)

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

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

To retrieve capacity data, identify a fleet and location.

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

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

GameLift metrics for fleets

DescribeFleetLocationUtilization(DescribeFleetLocationUtilizationRequest)

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

To retrieve utilization data, identify a fleet and location.

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

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

GameLift metrics for fleets

DescribeFleetLocationUtilizationAsync(DescribeFleetLocationUtilizationRequest, CancellationToken)

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

To retrieve utilization data, identify a fleet and location.

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

Learn more

Setting up Amazon GameLift Servers fleets

Amazon GameLift Servers service locations for managed hosting

GameLift metrics for fleets

DescribeFleetPortSettings(string)

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

Use this operation in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetPortSettings(DescribeFleetPortSettingsRequest)

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

Use this operation in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetPortSettingsAsync(string, CancellationToken)

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

Use this operation in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest, CancellationToken)

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

Use this operation in the following ways:

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

Learn more

Setting up Amazon GameLift Servers fleets

DescribeFleetUtilization(DescribeFleetUtilizationRequest)

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:

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

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

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

Learn more

Setting up Amazon GameLift Servers Fleets

GameLift Metrics for Fleets

DescribeFleetUtilizationAsync(DescribeFleetUtilizationRequest, CancellationToken)

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:

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

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

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

Learn more

Setting up Amazon GameLift Servers Fleets

GameLift Metrics for Fleets

DescribeGameServer(DescribeGameServerRequest)

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

DescribeGameServerAsync(DescribeGameServerRequest, CancellationToken)

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

DescribeGameServerGroup(DescribeGameServerGroupRequest)

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

DescribeGameServerGroupAsync(DescribeGameServerGroupRequest, CancellationToken)

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

DescribeGameServerInstances(DescribeGameServerInstancesRequest)

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

DescribeGameServerInstancesAsync(DescribeGameServerInstancesRequest, CancellationToken)

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

DescribeGameSessionDetails(DescribeGameSessionDetailsRequest)

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

This operation can be used in the following ways:

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

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

Learn more

Find a game session

All APIs by task

DescribeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest, CancellationToken)

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

This operation can be used in the following ways:

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

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

Learn more

Find a game session

All APIs by task

DescribeGameSessionPlacement(DescribeGameSessionPlacementRequest)

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

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

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

DescribeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest, CancellationToken)

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

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

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

DescribeGameSessionQueues(DescribeGameSessionQueuesRequest)

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

Learn more

View Your Queues

DescribeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest, CancellationToken)

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

Learn more

View Your Queues

DescribeGameSessions(DescribeGameSessionsRequest)

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

This operation can be used in the following ways:

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

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

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

Available in Amazon GameLift Servers Local.

Learn more

Find a game session

All APIs by task

DescribeGameSessionsAsync(DescribeGameSessionsRequest, CancellationToken)

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

This operation can be used in the following ways:

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

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

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

Available in Amazon GameLift Servers Local.

Learn more

Find a game session

All APIs by task

DescribeInstances(DescribeInstancesRequest)

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

You can call this operation in the following ways:

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

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

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

DescribeInstancesAsync(DescribeInstancesRequest, CancellationToken)

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

You can call this operation in the following ways:

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

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

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

DescribeMatchmaking(DescribeMatchmakingRequest)

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

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

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

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

DescribeMatchmakingAsync(DescribeMatchmakingRequest, CancellationToken)

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

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

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

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

DescribeMatchmakingConfigurations(DescribeMatchmakingConfigurationsRequest)

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

DescribeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest, CancellationToken)

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

DescribeMatchmakingRuleSets(DescribeMatchmakingRuleSetsRequest)

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.

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DescribeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest, CancellationToken)

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.

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DescribePlayerSessions(DescribePlayerSessionsRequest)

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

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

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

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DescribePlayerSessionsAsync(DescribePlayerSessionsRequest, CancellationToken)

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

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

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

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DescribeRuntimeConfiguration(DescribeRuntimeConfigurationRequest)

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

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

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

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Setting up Amazon GameLift Servers fleets

Running multiple processes on a fleet

DescribeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest, CancellationToken)

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

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

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

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Setting up Amazon GameLift Servers fleets

Running multiple processes on a fleet

DescribeScalingPolicies(DescribeScalingPoliciesRequest)

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

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

DescribeScalingPoliciesAsync(DescribeScalingPoliciesRequest, CancellationToken)

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

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

DescribeScript(DescribeScriptRequest)

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.

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Amazon GameLift Servers Amazon GameLift Servers Realtime

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DescribeScriptAsync(DescribeScriptRequest, CancellationToken)

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.

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Amazon GameLift Servers Amazon GameLift Servers Realtime

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DescribeVpcPeeringAuthorizations(DescribeVpcPeeringAuthorizationsRequest)

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

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DescribeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest, CancellationToken)

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

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DescribeVpcPeeringConnections(DescribeVpcPeeringConnectionsRequest)

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

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

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DescribeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest, CancellationToken)

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

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

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DetermineServiceOperationEndpoint(AmazonWebServiceRequest)

Returns the endpoint that will be used for a particular request.

Dispose() Inherited from Amazon.Runtime.AmazonServiceClient. GetComputeAccess(GetComputeAccessRequest)

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

Request options

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

Results

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

GetComputeAccessAsync(GetComputeAccessRequest, CancellationToken)

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

Request options

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

Results

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

GetComputeAuthToken(GetComputeAuthTokenRequest)

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

Request options

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GetComputeAuthTokenAsync(GetComputeAuthTokenRequest, CancellationToken)

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

Request options

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GetGameSessionLogUrl(string)

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

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

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GetGameSessionLogUrl(GetGameSessionLogUrlRequest)

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

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

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GetGameSessionLogUrlAsync(string, CancellationToken)

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

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

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GetGameSessionLogUrlAsync(GetGameSessionLogUrlRequest, CancellationToken)

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

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

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GetInstanceAccess(GetInstanceAccessRequest)

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

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

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

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Remotely connect to fleet instances

Debug fleet issues

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GetInstanceAccessAsync(GetInstanceAccessRequest, CancellationToken)

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

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

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

Learn more

Remotely connect to fleet instances

Debug fleet issues

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ListAliases(ListAliasesRequest)

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

Returned aliases are not listed in any particular order.

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ListAliasesAsync(ListAliasesRequest, CancellationToken)

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

Returned aliases are not listed in any particular order.

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ListBuilds(ListBuildsRequest)

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

Build resources are not listed in any particular order.

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Upload a Custom Server Build

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ListBuildsAsync(ListBuildsRequest, CancellationToken)

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

Build resources are not listed in any particular order.

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Upload a Custom Server Build

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ListCompute(ListComputeRequest)

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

Request options

Results

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

ListComputeAsync(ListComputeRequest, CancellationToken)

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

Request options

Results

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

ListContainerFleets(ListContainerFleetsRequest)

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

Request options

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

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

Fleet IDs are returned in no particular order.

ListContainerFleetsAsync(ListContainerFleetsRequest, CancellationToken)

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

Request options

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

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

Fleet IDs are returned in no particular order.

ListContainerGroupDefinitions(ListContainerGroupDefinitionsRequest)

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

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

Request options:

Results:

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

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

ListContainerGroupDefinitionsAsync(ListContainerGroupDefinitionsRequest, CancellationToken)

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

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

Request options:

Results:

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

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

ListContainerGroupDefinitionVersions(ListContainerGroupDefinitionVersionsRequest)

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

Request options:

Results:

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

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

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ListContainerGroupDefinitionVersionsAsync(ListContainerGroupDefinitionVersionsRequest, CancellationToken)

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

Request options:

Results:

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

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

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ListFleetDeployments(ListFleetDeploymentsRequest)

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

Request options

Results

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

Deployments are returned starting with the latest.

ListFleetDeploymentsAsync(ListFleetDeploymentsRequest, CancellationToken)

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

Request options

Results

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

Deployments are returned starting with the latest.

ListFleets(ListFleetsRequest)

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

You can use operation in the following ways:

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

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

Fleet IDs are returned in no particular order.

ListFleetsAsync(ListFleetsRequest, CancellationToken)

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

You can use operation in the following ways:

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

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

Fleet IDs are returned in no particular order.

ListGameServerGroups(ListGameServerGroupsRequest)

Lists a game server groups.

ListGameServerGroupsAsync(ListGameServerGroupsRequest, CancellationToken)

Lists a game server groups.

ListGameServers(ListGameServersRequest)

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

ListGameServersAsync(ListGameServersRequest, CancellationToken)

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

ListLocations(ListLocationsRequest)

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

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

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

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Service locations

ListLocationsAsync(ListLocationsRequest, CancellationToken)

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

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

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

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Service locations

ListScripts(ListScriptsRequest)

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

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Amazon GameLift Servers Amazon GameLift Servers Realtime

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ListScriptsAsync(ListScriptsRequest, CancellationToken)

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

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Amazon GameLift Servers Amazon GameLift Servers Realtime

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ListTagsForResource(ListTagsForResourceRequest)

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

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

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

Amazon Web Services Tagging Strategies

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ListTagsForResourceAsync(ListTagsForResourceRequest, CancellationToken)

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

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

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

Amazon Web Services Tagging Strategies

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PutScalingPolicy(PutScalingPolicyRequest)

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

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

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

Target-based policy

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

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

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

Rule-based policy

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

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

A policy's rule statement has the following structure:

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

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

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

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

PutScalingPolicyAsync(PutScalingPolicyRequest, CancellationToken)

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

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

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

Target-based policy

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

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

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

Rule-based policy

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

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

A policy's rule statement has the following structure:

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

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

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

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

RegisterCompute(RegisterComputeRequest)

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

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

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

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

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

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RegisterComputeAsync(RegisterComputeRequest, CancellationToken)

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

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

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

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

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

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RegisterGameServer(RegisterGameServerRequest)

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

RegisterGameServerAsync(RegisterGameServerRequest, CancellationToken)

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

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

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

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

Learn more

Amazon GameLift Servers FleetIQ Guide

RequestUploadCredentials(string)

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

All APIs by task

RequestUploadCredentials(RequestUploadCredentialsRequest)

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

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Create a Build with Files in S3

All APIs by task

RequestUploadCredentialsAsync(string, CancellationToken)

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

All APIs by task

RequestUploadCredentialsAsync(RequestUploadCredentialsRequest, CancellationToken)

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift Servers's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

All APIs by task

ResolveAlias(string)

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.

If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException.

Related actions

All APIs by task

ResolveAlias(ResolveAliasRequest)

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.

If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException.

Related actions

All APIs by task

ResolveAliasAsync(string, CancellationToken)

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.

If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException.

Related actions

All APIs by task

ResolveAliasAsync(ResolveAliasRequest, CancellationToken)

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.

If the alias has a SIMPLE routing strategy, Amazon GameLift Servers returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException.

Related actions

All APIs by task

ResumeGameServerGroup(ResumeGameServerGroupRequest)

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

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

Amazon GameLift Servers FleetIQ Guide

ResumeGameServerGroupAsync(ResumeGameServerGroupRequest, CancellationToken)

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

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

Amazon GameLift Servers FleetIQ Guide

SearchGameSessions(SearchGameSessionsRequest)

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

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

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

All APIs by task

SearchGameSessionsAsync(SearchGameSessionsRequest, CancellationToken)

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

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

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

All APIs by task

StartFleetActions(StartFleetActionsRequest)

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:

If successful, Amazon GameLift Servers once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect.

Learn more

Setting up Amazon GameLift Servers fleets

StartFleetActionsAsync(StartFleetActionsRequest, CancellationToken)

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:

If successful, Amazon GameLift Servers once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect.

Learn more

Setting up Amazon GameLift Servers fleets

StartGameSessionPlacement(StartGameSessionPlacementRequest)

Makes a request to start a new game session using a game session queue. When processing a placement request, Amazon GameLift Servers looks for the best possible available resource to host the game session, based on how the queue is configured to prioritize factors such as resource cost, latency, and location. After selecting an available resource, Amazon GameLift Servers prompts the resource to start a game session. A placement request can include a list of players to create a set of player sessions. The request can also include information to pass to the new game session, such as to specify a game map or other options.

Request options

Use this operation to make the following types of requests.

Result

If successful, this operation generates a new game session placement request and adds it to the game session queue for processing. You can track the status of individual placement requests by calling DescribeGameSessionPlacement or by monitoring queue notifications. When the request status is FULFILLED, a new game session has started and the placement request is updated with connection information for the game session (IP address and port). If the request included player session data, Amazon GameLift Servers creates a player session for each player ID in the request.

The request results in a InvalidRequestException in the following situations:

Amazon GameLift Servers continues to retry each placement request until it reaches the queue's timeout setting. If a request times out, you can resubmit the request to the same queue or try a different queue.

StartGameSessionPlacementAsync(StartGameSessionPlacementRequest, CancellationToken)

Makes a request to start a new game session using a game session queue. When processing a placement request, Amazon GameLift Servers looks for the best possible available resource to host the game session, based on how the queue is configured to prioritize factors such as resource cost, latency, and location. After selecting an available resource, Amazon GameLift Servers prompts the resource to start a game session. A placement request can include a list of players to create a set of player sessions. The request can also include information to pass to the new game session, such as to specify a game map or other options.

Request options

Use this operation to make the following types of requests.

Result

If successful, this operation generates a new game session placement request and adds it to the game session queue for processing. You can track the status of individual placement requests by calling DescribeGameSessionPlacement or by monitoring queue notifications. When the request status is FULFILLED, a new game session has started and the placement request is updated with connection information for the game session (IP address and port). If the request included player session data, Amazon GameLift Servers creates a player session for each player ID in the request.

The request results in a InvalidRequestException in the following situations:

Amazon GameLift Servers continues to retry each placement request until it reaches the queue's timeout setting. If a request times out, you can resubmit the request to the same queue or try a different queue.

StartMatchBackfill(StartMatchBackfillRequest)

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with Amazon GameLift Servers managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Only game sessions created by FlexMatch are supported for match backfill.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How Amazon GameLift Servers FlexMatch works

StartMatchBackfillAsync(StartMatchBackfillRequest, CancellationToken)

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with Amazon GameLift Servers managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Only game sessions created by FlexMatch are supported for match backfill.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How Amazon GameLift Servers FlexMatch works

StartMatchmaking(StartMatchmakingRequest)

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How Amazon GameLift Servers FlexMatch works

StartMatchmakingAsync(StartMatchmakingRequest, CancellationToken)

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How Amazon GameLift Servers FlexMatch works

StopFleetActions(StopFleetActionsRequest)

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:

If successful, Amazon GameLift Servers no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions.

Learn more

Setting up Amazon GameLift Servers Fleets

StopFleetActionsAsync(StopFleetActionsRequest, CancellationToken)

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:

If successful, Amazon GameLift Servers no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions.

Learn more

Setting up Amazon GameLift Servers Fleets

StopGameSessionPlacement(StopGameSessionPlacementRequest)

Cancels a game session placement that's in PENDING status. To stop a placement, provide the placement ID value.

Results

If successful, this operation removes the placement request from the queue and moves the GameSessionPlacement to CANCELLED status.

This operation results in an InvalidRequestExecption (400) error if a game session has already been created for this placement. You can clean up an unneeded game session by calling TerminateGameSession.

StopGameSessionPlacementAsync(StopGameSessionPlacementRequest, CancellationToken)

Cancels a game session placement that's in PENDING status. To stop a placement, provide the placement ID value.

Results

If successful, this operation removes the placement request from the queue and moves the GameSessionPlacement to CANCELLED status.

This operation results in an InvalidRequestExecption (400) error if a game session has already been created for this placement. You can clean up an unneeded game session by calling TerminateGameSession.

StopMatchmaking(StopMatchmakingRequest)

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

StopMatchmakingAsync(StopMatchmakingRequest, CancellationToken)

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

SuspendGameServerGroup(SuspendGameServerGroupRequest)

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

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

Amazon GameLift Servers FleetIQ Guide

SuspendGameServerGroupAsync(SuspendGameServerGroupRequest, CancellationToken)

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

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

Amazon GameLift Servers FleetIQ Guide

TagResource(TagResourceRequest)

Assigns a tag to an Amazon GameLift Servers resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource.

Learn more

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

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

TagResourceAsync(TagResourceRequest, CancellationToken)

Assigns a tag to an Amazon GameLift Servers resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource.

Learn more

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

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

TerminateGameSession(TerminateGameSessionRequest)

Ends a game session that's currently in progress. Use this action to terminate any game session that isn't in ERROR status. Terminating a game session is the most efficient way to free up a server process when it's hosting a game session that's in a bad state or not ending properly. You can use this action to terminate a game session that's being hosted on any type of Amazon GameLift Servers fleet compute, including computes for managed EC2, managed container, and Anywhere fleets. The game server must be integrated with Amazon GameLift Servers server SDK 5.x or greater.

Request options

Request termination for a single game session. Provide the game session ID and the termination mode. There are two potential methods for terminating a game session:

Results

If successful, game session termination is initiated. During this activity, the game session status is changed to TERMINATING. When completed, the server process that was hosting the game session has been stopped and replaced with a new server process that's ready to host a new game session. The old game session's status is changed to TERMINATED with a status reason that indicates the termination method used.

Learn more

Add Amazon GameLift Servers to your game server

Amazon GameLift Servers server SDK 5 reference guide for OnProcessTerminate() (C++) (C#) (Unreal) (Go)

TerminateGameSessionAsync(TerminateGameSessionRequest, CancellationToken)

Ends a game session that's currently in progress. Use this action to terminate any game session that isn't in ERROR status. Terminating a game session is the most efficient way to free up a server process when it's hosting a game session that's in a bad state or not ending properly. You can use this action to terminate a game session that's being hosted on any type of Amazon GameLift Servers fleet compute, including computes for managed EC2, managed container, and Anywhere fleets. The game server must be integrated with Amazon GameLift Servers server SDK 5.x or greater.

Request options

Request termination for a single game session. Provide the game session ID and the termination mode. There are two potential methods for terminating a game session:

Results

If successful, game session termination is initiated. During this activity, the game session status is changed to TERMINATING. When completed, the server process that was hosting the game session has been stopped and replaced with a new server process that's ready to host a new game session. The old game session's status is changed to TERMINATED with a status reason that indicates the termination method used.

Learn more

Add Amazon GameLift Servers to your game server

Amazon GameLift Servers server SDK 5 reference guide for OnProcessTerminate() (C++) (C#) (Unreal) (Go)

UntagResource(UntagResourceRequest)

Removes a tag assigned to a Amazon GameLift Servers resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource.

Learn more

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

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

UntagResourceAsync(UntagResourceRequest, CancellationToken)

Removes a tag assigned to a Amazon GameLift Servers resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift Servers resources that support tagging.

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource.

Learn more

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

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

UpdateAlias(UpdateAliasRequest)

Updates properties for an alias. Specify the unique identifier of the alias to be updated and the new property values. When reassigning an alias to a new fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Related actions

All APIs by task

UpdateAliasAsync(UpdateAliasRequest, CancellationToken)

Updates properties for an alias. Specify the unique identifier of the alias to be updated and the new property values. When reassigning an alias to a new fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Related actions

All APIs by task

UpdateBuild(UpdateBuildRequest)

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Upload a Custom Server Build

All APIs by task

UpdateBuildAsync(UpdateBuildRequest, CancellationToken)

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Upload a Custom Server Build

All APIs by task

UpdateContainerFleet(UpdateContainerFleetRequest)

Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html.

Request options

As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions.

Changes to the following properties initiate a fleet deployment:

Results

If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE.

You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.

UpdateContainerFleetAsync(UpdateContainerFleetRequest, CancellationToken)

Updates the properties of a managed container fleet. Depending on the properties being updated, this operation might initiate a fleet deployment. You can track deployments for a fleet using https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetDeployment.html.

Request options

As with CreateContainerFleet, many fleet properties use common defaults or are calculated based on the fleet's container group definitions.

Changes to the following properties initiate a fleet deployment:

Results

If successful, this operation updates the container fleet resource, and might initiate a new deployment of fleet resources using the deployment configuration provided. A deployment replaces existing fleet instances with new instances that are deployed with the updated fleet properties. The fleet is placed in UPDATING status until the deployment is complete, then return to ACTIVE.

You can have only one update deployment active at a time for a fleet. If a second update request initiates a deployment while another deployment is in progress, the first deployment is cancelled.

UpdateContainerGroupDefinition(UpdateContainerGroupDefinitionRequest)

Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain.

The only property you can't update is the container group type.

Request options:

Results:

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

If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.

UpdateContainerGroupDefinitionAsync(UpdateContainerGroupDefinitionRequest, CancellationToken)

Updates properties in an existing container group definition. This operation doesn't replace the definition. Instead, it creates a new version of the definition and saves it separately. You can access all versions that you choose to retain.

The only property you can't update is the container group type.

Request options:

Results:

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

If the container group definition version is used in an active fleets, the update automatically initiates a new fleet deployment of the new version. You can track a fleet's deployments using ListFleetDeployments.

UpdateFleetAttributes(UpdateFleetAttributesRequest)

Updates a fleet's mutable attributes, such as game session protection and resource creation limits.

To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, Amazon GameLift Servers returns the identifiers for the updated fleet.

Learn more

Setting up Amazon GameLift Servers fleets

UpdateFleetAttributesAsync(UpdateFleetAttributesRequest, CancellationToken)

Updates a fleet's mutable attributes, such as game session protection and resource creation limits.

To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, Amazon GameLift Servers returns the identifiers for the updated fleet.

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Setting up Amazon GameLift Servers fleets

UpdateFleetCapacity(UpdateFleetCapacityRequest)

Updates capacity settings for a managed EC2 fleet or managed container fleet. For these fleets, you adjust capacity by changing the number of instances in the fleet. Fleet capacity determines the number of game sessions and players that the fleet can host based on its configuration. For fleets with multiple locations, use this operation to manage capacity settings in each location individually.

Use this operation to set these fleet capacity properties:

To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status.

To update capacity for a fleet's remote location, set the Location parameter to the location to update. The location must be in ACTIVE status.

If successful, Amazon GameLift Servers updates the capacity settings and returns the identifiers for the updated fleet and/or location. If a requested change to desired capacity exceeds the instance type's limit, the LimitExceeded exception occurs.

Updates often prompt an immediate change in fleet capacity, such as when current capacity is different than the new desired capacity or outside the new limits. In this scenario, Amazon GameLift Servers automatically initiates steps to add or remove instances in the fleet location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity.

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Scaling fleet capacity

UpdateFleetCapacityAsync(UpdateFleetCapacityRequest, CancellationToken)

Updates capacity settings for a managed EC2 fleet or managed container fleet. For these fleets, you adjust capacity by changing the number of instances in the fleet. Fleet capacity determines the number of game sessions and players that the fleet can host based on its configuration. For fleets with multiple locations, use this operation to manage capacity settings in each location individually.

Use this operation to set these fleet capacity properties:

To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status.

To update capacity for a fleet's remote location, set the Location parameter to the location to update. The location must be in ACTIVE status.

If successful, Amazon GameLift Servers updates the capacity settings and returns the identifiers for the updated fleet and/or location. If a requested change to desired capacity exceeds the instance type's limit, the LimitExceeded exception occurs.

Updates often prompt an immediate change in fleet capacity, such as when current capacity is different than the new desired capacity or outside the new limits. In this scenario, Amazon GameLift Servers automatically initiates steps to add or remove instances in the fleet location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity.

Learn more

Scaling fleet capacity

UpdateFleetPortSettings(UpdateFleetPortSettingsRequest)

Updates permissions that allow inbound traffic to connect to game sessions in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

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Setting up Amazon GameLift Servers fleets

UpdateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest, CancellationToken)

Updates permissions that allow inbound traffic to connect to game sessions in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

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Setting up Amazon GameLift Servers fleets

UpdateGameServer(UpdateGameServerRequest)

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

Updates information about a registered game server to help Amazon GameLift Servers FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

Amazon GameLift Servers FleetIQ Guide

UpdateGameServerAsync(UpdateGameServerRequest, CancellationToken)

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

Updates information about a registered game server to help Amazon GameLift Servers FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

Amazon GameLift Servers FleetIQ Guide

UpdateGameServerGroup(UpdateGameServerGroupRequest)

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

Updates Amazon GameLift Servers FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift Servers FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

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Amazon GameLift Servers FleetIQ Guide

UpdateGameServerGroupAsync(UpdateGameServerGroupRequest, CancellationToken)

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

Updates Amazon GameLift Servers FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift Servers FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

Learn more

Amazon GameLift Servers FleetIQ Guide

UpdateGameSession(UpdateGameSessionRequest)

Updates the mutable properties of a game session.

To update a game session, specify the game session ID and the values you want to change.

If successful, the updated GameSession object is returned.

All APIs by task

UpdateGameSessionAsync(UpdateGameSessionRequest, CancellationToken)

Updates the mutable properties of a game session.

To update a game session, specify the game session ID and the values you want to change.

If successful, the updated GameSession object is returned.

All APIs by task

UpdateGameSessionQueue(UpdateGameSessionQueueRequest)

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.

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Using Multi-Region Queues

UpdateGameSessionQueueAsync(UpdateGameSessionQueueRequest, CancellationToken)

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.

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Using Multi-Region Queues

UpdateMatchmakingConfiguration(UpdateMatchmakingConfigurationRequest)

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

UpdateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest, CancellationToken)

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

UpdateRuntimeConfiguration(UpdateRuntimeConfigurationRequest)

Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift Servers how to launch server processes on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations.

If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.

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Setting up Amazon GameLift Servers fleets

UpdateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest, CancellationToken)

Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift Servers how to launch server processes on computes in managed EC2 and Anywhere fleets. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations.

If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.

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Setting up Amazon GameLift Servers fleets

UpdateScript(UpdateScriptRequest)

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift Servers service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

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Amazon GameLift Servers Amazon GameLift Servers Realtime

Related actions

All APIs by task

UpdateScriptAsync(UpdateScriptRequest, CancellationToken)

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift Servers service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

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Amazon GameLift Servers Amazon GameLift Servers Realtime

Related actions

All APIs by task

ValidateMatchmakingRuleSet(ValidateMatchmakingRuleSetRequest)

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.

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ValidateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest, CancellationToken)

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.

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