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Implementation for accessing GameLift
Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.About Amazon GameLift solutions
Get more information on these Amazon GameLift solutions in the Amazon GameLift Developer Guide.
Amazon GameLift managed hosting -- Amazon GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.
Managed hosting with Realtime Servers -- With Amazon GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure already built in. Then use the full range of Amazon GameLift managed hosting features, including FlexMatch, for your game.
Amazon GameLift FleetIQ -- Use Amazon GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. Amazon GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the Amazon GameLift FleetIQ and FlexMatch standalone services.
Amazon GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with Amazon GameLift managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
Namespace: Amazon.GameLift
Assembly: AWSSDK.GameLift.dll
Version: 3.x.y.z
public class AmazonGameLiftClient : AmazonServiceClient IAmazonGameLift, IAmazonService, IDisposable
The AmazonGameLiftClient type exposes the following members
Name | Description | |
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AmazonGameLiftClient() |
Constructs AmazonGameLiftClient with the credentials loaded from the application's default configuration, and if unsuccessful from the Instance Profile service on an EC2 instance. Example App.config with credentials set. <?xml version="1.0" encoding="utf-8" ?> <configuration> <appSettings> <add key="AWSProfileName" value="AWS Default"/> </appSettings> </configuration> |
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AmazonGameLiftClient(RegionEndpoint) |
Constructs AmazonGameLiftClient with the credentials loaded from the application's default configuration, and if unsuccessful from the Instance Profile service on an EC2 instance. Example App.config with credentials set. <?xml version="1.0" encoding="utf-8" ?> <configuration> <appSettings> <add key="AWSProfileName" value="AWS Default"/> </appSettings> </configuration> |
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AmazonGameLiftClient(AmazonGameLiftConfig) |
Constructs AmazonGameLiftClient with the credentials loaded from the application's default configuration, and if unsuccessful from the Instance Profile service on an EC2 instance. Example App.config with credentials set. <?xml version="1.0" encoding="utf-8" ?> <configuration> <appSettings> <add key="AWSProfileName" value="AWS Default"/> </appSettings> </configuration> |
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AmazonGameLiftClient(AWSCredentials) |
Constructs AmazonGameLiftClient with AWS Credentials |
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AmazonGameLiftClient(AWSCredentials, RegionEndpoint) |
Constructs AmazonGameLiftClient with AWS Credentials |
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AmazonGameLiftClient(AWSCredentials, AmazonGameLiftConfig) |
Constructs AmazonGameLiftClient with AWS Credentials and an AmazonGameLiftClient Configuration object. |
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AmazonGameLiftClient(string, string) |
Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key |
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AmazonGameLiftClient(string, string, RegionEndpoint) |
Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key |
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AmazonGameLiftClient(string, string, AmazonGameLiftConfig) |
Constructs AmazonGameLiftClient with AWS Access Key ID, AWS Secret Key and an AmazonGameLiftClient Configuration object. |
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AmazonGameLiftClient(string, string, string) |
Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key |
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AmazonGameLiftClient(string, string, string, RegionEndpoint) |
Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key |
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AmazonGameLiftClient(string, string, string, AmazonGameLiftConfig) |
Constructs AmazonGameLiftClient with AWS Access Key ID, AWS Secret Key and an AmazonGameLiftClient Configuration object. |
Name | Type | Description | |
---|---|---|---|
Config | Amazon.Runtime.IClientConfig | Inherited from Amazon.Runtime.AmazonServiceClient. | |
Paginators | Amazon.GameLift.Model.IGameLiftPaginatorFactory |
Paginators for the service |
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
To register acceptance, specify the ticket ID, one or more players, and an acceptance
response. When all players have accepted, Amazon GameLift advances the matchmaking
tickets to status 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) |
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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
To register acceptance, specify the ticket ID, one or more players, and an acceptance
response. When all players have accepted, Amazon GameLift advances the matchmaking
tickets to status 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) |
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ClaimGameServer(ClaimGameServerRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Locates an available game server and temporarily reserves it to host gameplay and
players. This operation is called from a game client or client service (such as a
matchmaker) to request hosting resources for a new game session. In response, Amazon
GameLift FleetIQ locates an available game server, places it in
To claim a game server, identify a game server group. You can also specify a game
server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization.
Optionally, include game data to pass to the game server at the start of a game session,
such as a game map or player information. Add filter options to further restrict how
a game server is chosen, such as only allowing game servers on
When a game server is successfully claimed, connection information is returned. A
claimed game server's utilization status remains If you try to claim a specific game server, this request will fail in the following cases:
Learn more |
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ClaimGameServerAsync(ClaimGameServerRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Locates an available game server and temporarily reserves it to host gameplay and
players. This operation is called from a game client or client service (such as a
matchmaker) to request hosting resources for a new game session. In response, Amazon
GameLift FleetIQ locates an available game server, places it in
To claim a game server, identify a game server group. You can also specify a game
server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization.
Optionally, include game data to pass to the game server at the start of a game session,
such as a game map or player information. Add filter options to further restrict how
a game server is chosen, such as only allowing game servers on
When a game server is successfully claimed, connection information is returned. A
claimed game server's utilization status remains If you try to claim a specific game server, this request will fail in the following cases:
Learn more |
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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 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 Related actions |
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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 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 Related actions |
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CreateBuild(CreateBuildRequest) |
Creates an Amazon GameLift build resource for your game server software and stores
the software for deployment to hosting resources. Combine game server binaries and
dependencies into a single .zip file
Use the CLI command upload-build
to quickly and simply create a new build and upload your game build .zip file
to Amazon GameLift Amazon S3. This helper command eliminates the need to explicitly
manage access permissions.
Alternatively, use the
If successful, this action creates a new build resource with a unique build ID and
places it in Learn more |
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CreateBuildAsync(CreateBuildRequest, CancellationToken) |
Creates an Amazon GameLift build resource for your game server software and stores
the software for deployment to hosting resources. Combine game server binaries and
dependencies into a single .zip file
Use the CLI command upload-build
to quickly and simply create a new build and upload your game build .zip file
to Amazon GameLift Amazon S3. This helper command eliminates the need to explicitly
manage access permissions.
Alternatively, use the
If successful, this action creates a new build resource with a unique build ID and
places it in Learn more |
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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 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
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. |
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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 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
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. |
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CreateContainerGroupDefinition(CreateContainerGroupDefinitionRequest) |
Creates a A container group definition determines how Amazon GameLift 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 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 |
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CreateContainerGroupDefinitionAsync(CreateContainerGroupDefinitionRequest, CancellationToken) |
Creates a A container group definition determines how Amazon GameLift 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 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 |
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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 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 To create an EC2 fleet, provide these required parameters:
If successful, this operation creates a new fleet resource and places it in 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. 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 Learn more |
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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 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 To create an EC2 fleet, provide these required parameters:
If successful, this operation creates a new fleet resource and places it in 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. 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 Learn more |
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CreateFleetLocations(CreateFleetLocationsRequest) |
Adds remote locations to a managed EC2 fleet or managed container fleet 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 Learn more Amazon GameLift service locations for managed hosting. |
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CreateFleetLocationsAsync(CreateFleetLocationsRequest, CancellationToken) |
Adds remote locations to a managed EC2 fleet or managed container fleet 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 Learn more Amazon GameLift service locations for managed hosting. |
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CreateGameServerGroup(CreateGameServerGroupRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a Amazon GameLift 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 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 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 FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more |
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CreateGameServerGroupAsync(CreateGameServerGroupRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a Amazon GameLift 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 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 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 FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more |
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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 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 You can use this operation in the following ways:
If successful, Amazon GameLift initiates a workflow to start a new game session and
returns a Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more |
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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 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 You can use this operation in the following ways:
If successful, Amazon GameLift initiates a workflow to start a new game session and
returns a Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon GameLift Local. Learn more |
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CreateGameSessionQueue(CreateGameSessionQueueRequest) |
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new Learn more Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task |
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CreateGameSessionQueueAsync(CreateGameSessionQueueRequest, CancellationToken) |
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new Learn more Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task |
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CreateLocation(CreateLocationRequest) |
Creates a custom location for use in an Anywhere fleet. |
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CreateLocationAsync(CreateLocationRequest, CancellationToken) |
Creates a custom location for use in an Anywhere fleet. |
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CreateMatchmakingConfiguration(CreateMatchmakingConfigurationRequest) |
Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests 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 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 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 |
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CreateMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest, CancellationToken) |
Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests 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 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 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 |
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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. Learn more |
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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. Learn more |
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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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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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 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 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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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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 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 The maximum number of players per game session is 200. It is not adjustable. Related actions |
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CreateScript(CreateScriptRequest) |
Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files that provide configuration settings and optional custom game logic for your game. Script logic is executed during an active game session. To deploy Realtime Servers for hosting, create an Amazon GameLift managed fleet with the script. To create a script resource, specify a script name and provide the script file(s). The script files and all dependencies must be combined into a single .zip file. You can upload the .zip file from either of these locations:
If the call is successful, Amazon GameLift creates a new script resource with a unique script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions |
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CreateScriptAsync(CreateScriptRequest, CancellationToken) |
Creates a script resource for your Realtime Servers script. Realtime scripts are JavaScript files that provide configuration settings and optional custom game logic for your game. Script logic is executed during an active game session. To deploy Realtime Servers for hosting, create an Amazon GameLift managed fleet with the script. To create a script resource, specify a script name and provide the script file(s). The script files and all dependencies must be combined into a single .zip file. You can upload the .zip file from either of these locations:
If the call is successful, Amazon GameLift creates a new script resource with a unique script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon GameLift. Learn more Amazon GameLift Realtime Servers Set Up a Role for Amazon GameLift Access Related actions |
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CreateVpcPeeringAuthorization(CreateVpcPeeringAuthorizationRequest) |
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your 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 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 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 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. 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 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. The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid. Related actions |
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CreateVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest, CancellationToken) |
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your 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 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 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 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. 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 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. The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid. Related actions |
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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 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 fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to 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 fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents . Related actions |
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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 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 fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to 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 fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents . Related actions |
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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. Related actions |
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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. Related actions |
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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. Related actions |
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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. Related actions |
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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. Learn more |
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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. Learn more |
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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. Learn more |
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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. Learn more |
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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
To delete a fleet, specify the fleet ID to be terminated. During the deletion process,
the fleet status is changed to Learn more |
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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
To delete a fleet, specify the fleet ID to be terminated. During the deletion process,
the fleet status is changed to Learn more |
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DeleteContainerGroupDefinition(DeleteContainerGroupDefinitionRequest) |
Deletes a container group definition. You can delete a container group definition if there are no fleets using the definition. Request options:
Learn more |
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DeleteContainerGroupDefinitionAsync(DeleteContainerGroupDefinitionRequest, CancellationToken) |
Deletes a container group definition. You can delete a container group definition if there are no fleets using the definition. Request options:
Learn more |
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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 Learn more |
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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 Learn more |
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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 Learn more |
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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 Learn more |
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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 Learn more |
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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 Learn more |
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DeleteGameServerGroup(DeleteGameServerGroupRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:
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
If the delete request is successful, a series of operations are kicked off. The game
server group status is changed to Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more |
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DeleteGameServerGroupAsync(DeleteGameServerGroupRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:
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
If the delete request is successful, a series of operations are kicked off. The game
server group status is changed to Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. Learn more |
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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. Learn more |
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DeleteScalingPolicy(DeleteScalingPolicyRequest) |
Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet. |
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DeleteScalingPolicyAsync(DeleteScalingPolicyRequest, CancellationToken) |
Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet. |
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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. Learn more Amazon GameLift Realtime Servers Related actions |
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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. Learn more Amazon GameLift Realtime Servers Related actions |
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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. Related actions |
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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. Related actions |
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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 fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions |
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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 fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions |
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DeregisterCompute(DeregisterComputeRequest) |
Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift. For an Anywhere fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes. To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID. |
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DeregisterComputeAsync(DeregisterComputeRequest, CancellationToken) |
Removes a compute resource from an Amazon GameLift Anywhere fleet. Deregistered computes can no longer host game sessions through Amazon GameLift. For an Anywhere fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes. To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID. |
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DeregisterGameServer(DeregisterGameServerRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers. To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason. Learn more |
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DeregisterGameServerAsync(DeregisterGameServerRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers. To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason. Learn more |
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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 To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions |
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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 To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions |
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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 To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions |
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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 To get alias properties, specify the alias ID. If successful, the requested alias record is returned. Related actions |
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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. Learn more |
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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. Learn more |
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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. Learn more |
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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. Learn more |
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DescribeCompute(DescribeComputeRequest) |
Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute. To request information on a specific compute, provide the fleet ID and compute name. If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information:
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DescribeComputeAsync(DescribeComputeRequest, CancellationToken) |
Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute. To request information on a specific compute, provide the fleet ID and compute name. If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information:
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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 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. |
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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 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. |
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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 |
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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 |
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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 fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an 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 Learn more |
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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 fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an 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 Learn more |
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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 fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an 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 Learn more |
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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 fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an 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 Learn more |
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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 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 |
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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 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 |
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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 DescribeFleetLocationCapacity. 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 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 |
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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 DescribeFleetLocationCapacity. 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 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 |
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DescribeFleetDeployment(DescribeFleetDeploymentRequest) |
Retrieves information about a managed container fleet deployment. Request options
Results
If successful, a |
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DescribeFleetDeploymentAsync(DescribeFleetDeploymentRequest, CancellationToken) |
Retrieves information about a managed container fleet deployment. Request options
Results
If successful, a |
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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 |
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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 |
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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 Learn more Setting up Amazon GameLift fleets Amazon GameLift service locations for managed hosting |
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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 Learn more Setting up Amazon GameLift fleets Amazon GameLift service locations for managed hosting |
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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 To retrieve capacity data, identify a fleet and location.
If successful, a Learn more Setting up Amazon GameLift fleets Amazon GameLift service locations for managed hosting |
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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 To retrieve capacity data, identify a fleet and location.
If successful, a Learn more Setting up Amazon GameLift fleets Amazon GameLift service locations for managed hosting |
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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 To retrieve utilization data, identify a fleet and location.
If successful, a Learn more Setting up Amazon GameLift fleets Amazon GameLift service locations for managed hosting |
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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 To retrieve utilization data, identify a fleet and location.
If successful, a Learn more Setting up Amazon GameLift fleets Amazon GameLift service locations for managed hosting |
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DescribeFleetPortSettings(string) |
Retrieves a fleet's inbound connection permissions. Inbound 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. To connect to game server processes on a managed container fleet, the port settings should include one or more of the container fleet's connection ports. Use this operation in the following ways:
If successful, a set of Learn more |
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DescribeFleetPortSettings(DescribeFleetPortSettingsRequest) |
Retrieves a fleet's inbound connection permissions. Inbound 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. To connect to game server processes on a managed container fleet, the port settings should include one or more of the container fleet's connection ports. Use this operation in the following ways:
If successful, a set of Learn more |
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DescribeFleetPortSettingsAsync(string, CancellationToken) |
Retrieves a fleet's inbound connection permissions. Inbound 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. To connect to game server processes on a managed container fleet, the port settings should include one or more of the container fleet's connection ports. Use this operation in the following ways:
If successful, a set of Learn more |
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DescribeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest, CancellationToken) |
Retrieves a fleet's inbound connection permissions. Inbound 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. To connect to game server processes on a managed container fleet, the port settings should include one or more of the container fleet's connection ports. Use this operation in the following ways:
If successful, a set of Learn more |
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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 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 |
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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 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 |
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DescribeGameServer(DescribeGameServerRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more |
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DescribeGameServerAsync(DescribeGameServerRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more |
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DescribeGameServerGroup(DescribeGameServerGroupRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.
To get attributes for a game server group, provide a group name or ARN value. If successful,
a Learn more |
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DescribeGameServerGroupAsync(DescribeGameServerGroupRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.
To get attributes for a game server group, provide a group name or ARN value. If successful,
a Learn more |
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DescribeGameServerInstances(DescribeGameServerInstancesRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift 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 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 |
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DescribeGameServerInstancesAsync(DescribeGameServerInstancesRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift 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 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 |
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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 Learn more |
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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 Learn more |
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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 configure an Amazon Simple Notification Service (SNS) topic to
receive notifications from FlexMatch or queues. Continuously polling with |
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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 configure an Amazon Simple Notification Service (SNS) topic to
receive notifications from FlexMatch or queues. Continuously polling with |
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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 |
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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 |
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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
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 Available in Amazon GameLift Local. Learn more |
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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
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 Available in Amazon GameLift Local. Learn more |
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DescribeInstances(DescribeInstancesRequest) |
Retrieves information about the EC2 instances in an Amazon GameLift 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 ListCompute and 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 Learn more Remotely connect to fleet instances Related actions |
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DescribeInstancesAsync(DescribeInstancesRequest, CancellationToken) |
Retrieves information about the EC2 instances in an Amazon GameLift 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 ListCompute and 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 Learn more Remotely connect to fleet instances Related actions |
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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 |
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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 |
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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 |
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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 |
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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. Learn more |
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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. Learn more |
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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
If successful, a Related actions |
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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
If successful, a Related actions |
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DescribeRuntimeConfiguration(DescribeRuntimeConfigurationRequest) |
Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how they run, and how many run concurrently on computes in managed EC2 and Anywhere fleets. You 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 Learn more |
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DescribeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest, CancellationToken) |
Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how they run, and how many run concurrently on computes in managed EC2 and Anywhere fleets. You 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 Learn more |
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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
A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE. |
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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
A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE. |
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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. Learn more Amazon GameLift Realtime Servers Related actions |
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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. Learn more Amazon GameLift Realtime Servers Related actions |
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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. Related actions |
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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. Related actions |
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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 fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions |
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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 fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions |
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DetermineServiceOperationEndpoint(AmazonWebServiceRequest) |
Returns the endpoint that will be used for a particular request. |
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Dispose() | Inherited from Amazon.Runtime.AmazonServiceClient. | |
GetComputeAccess(GetComputeAccessRequest) |
Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed fleet. This operation is not used with Amazon GameLift Anywhere fleets. Request options To request access to a compute, specify the compute name and the fleet ID. Results If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.
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GetComputeAccessAsync(GetComputeAccessRequest, CancellationToken) |
Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed fleet. This operation is not used with Amazon GameLift Anywhere fleets. Request options To request access to a compute, specify the compute name and the fleet ID. Results If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.
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GetComputeAuthToken(GetComputeAuthTokenRequest) |
Requests an authentication token from Amazon GameLift for a compute resource in an
Amazon GameLift fleet. Game servers that are running on the compute use this token
to communicate with the Amazon GameLift service, such as when calling the Amazon GameLift
server SDK action Request options
Learn more
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GetComputeAuthTokenAsync(GetComputeAuthTokenRequest, CancellationToken) |
Requests an authentication token from Amazon GameLift for a compute resource in an
Amazon GameLift fleet. Game servers that are running on the compute use this token
to communicate with the Amazon GameLift service, such as when calling the Amazon GameLift
server SDK action Request options
Learn more
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GetGameSessionLogUrl(string) |
Retrieves the location of stored game session logs for a specified game session on
Amazon GameLift managed fleets. When a game session is terminated, Amazon GameLift
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 managed fleets. When a game session is terminated, Amazon GameLift
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 managed fleets. When a game session is terminated, Amazon GameLift
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 managed fleets. When a game session is terminated, Amazon GameLift
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 managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call 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 Related actions |
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GetInstanceAccessAsync(GetInstanceAccessRequest, CancellationToken) |
Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call 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 Related actions |
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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.
Related actions |
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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.
Related actions |
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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
Build resources are not listed in any particular order.
Learn more |
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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
Build resources are not listed in any particular order.
Learn more |
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ListCompute(ListComputeRequest) |
Retrieves information on the compute resources in an Amazon GameLift 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:
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ListComputeAsync(ListComputeRequest, CancellationToken) |
Retrieves information on the compute resources in an Amazon GameLift 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:
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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. |
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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. |
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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. Learn more |
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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. Learn more |
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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). Learn more |
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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). Learn more |
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ListFleetDeployments(ListFleetDeploymentsRequest) |
Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Request options
Use the pagination parameters to retrieve results as a set of sequential pages. 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. Fleet IDs are returned in no particular order. |
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ListFleetDeploymentsAsync(ListFleetDeploymentsRequest, CancellationToken) |
Retrieves a collection of container fleet deployments in an Amazon Web Services Region. Request options
Use the pagination parameters to retrieve results as a set of sequential pages. 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. Fleet IDs are returned in no particular order. |
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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. |
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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. |
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ListGameServerGroups(ListGameServerGroupsRequest) |
Lists a game server groups. |
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ListGameServerGroupsAsync(ListGameServerGroupsRequest, CancellationToken) |
Lists a game server groups. |
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ListGameServers(ListGameServersRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more |
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ListGameServersAsync(ListGameServersRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more |
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ListLocations(ListLocationsRequest) |
Lists all custom and Amazon Web Services locations. |
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ListLocationsAsync(ListLocationsRequest, CancellationToken) |
Lists all custom and Amazon Web Services locations. |
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ListScripts(ListScriptsRequest) |
Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon GameLift Realtime Servers Related actions |
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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. Learn more Amazon GameLift Realtime Servers Related actions |
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ListTagsForResource(ListTagsForResourceRequest) |
Retrieves all tags assigned to a Amazon GameLift 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 resources that support tagging. To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions |
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ListTagsForResourceAsync(ListTagsForResourceRequest, CancellationToken) |
Retrieves all tags assigned to a Amazon GameLift 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 resources that support tagging. To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions |
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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 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 to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the
policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions)
and reference a 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 To implement the example, the rule statement would look like this:
If 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. |
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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 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 to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the
policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions)
and reference a 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 To implement the example, the rule statement would look like this:
If 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. |
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RegisterCompute(RegisterComputeRequest) |
Registers a compute resource in an Amazon GameLift Anywhere fleet. For an Anywhere fleet that's running the Amazon GameLift 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
SDK endpoint or Agent endpoint. Game server processes running on the compute can use
this endpoint to communicate with the Amazon GameLift service. Each server process
includes the SDK endpoint in its call to the Amazon GameLift server SDK action To view compute details, call DescribeCompute with the compute name. Learn more
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RegisterComputeAsync(RegisterComputeRequest, CancellationToken) |
Registers a compute resource in an Amazon GameLift Anywhere fleet. For an Anywhere fleet that's running the Amazon GameLift 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
SDK endpoint or Agent endpoint. Game server processes running on the compute can use
this endpoint to communicate with the Amazon GameLift service. Each server process
includes the SDK endpoint in its call to the Amazon GameLift server SDK action To view compute details, call DescribeCompute with the compute name. Learn more
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RegisterGameServer(RegisterGameServerRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies Amazon GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status Learn more |
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RegisterGameServerAsync(RegisterGameServerRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies Amazon GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status Learn more |
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RequestUploadCredentials(string) |
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial Learn more |
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RequestUploadCredentials(RequestUploadCredentialsRequest) |
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial Learn more |
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RequestUploadCredentialsAsync(string, CancellationToken) |
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial Learn more |
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RequestUploadCredentialsAsync(RequestUploadCredentialsRequest, CancellationToken) |
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial Learn more |
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ResolveAlias(string) |
Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.
If the alias has a Related actions |
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ResolveAlias(ResolveAliasRequest) |
Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.
If the alias has a Related actions |
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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 Related actions |
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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 Related actions |
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ResumeGameServerGroup(ResumeGameServerGroupRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by 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 Learn more |
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ResumeGameServerGroupAsync(ResumeGameServerGroupRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by 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 Learn more |
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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 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 |
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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 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 |
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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 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 |
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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 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 |
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StartGameSessionPlacement(StartGameSessionPlacementRequest) |
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following:
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement
and check the request's status. If the status is |
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StartGameSessionPlacementAsync(StartGameSessionPlacementRequest, CancellationToken) |
Places a request for a new game session in a queue. When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following:
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement
and check the request's status. If the status is |
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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 managed hosting, you can request a backfill
match from a client service by calling this operation with a 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 Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) |
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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 managed hosting, you can request a backfill
match from a client service by calling this operation with a 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 Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) |
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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 managed hosting, this operation also triggers Amazon GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration,
and include the players to be matched. You must also include any player attributes
that are required by the matchmaking configuration's rule set. If successful, a matchmaking
ticket is returned with status set to 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 |
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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 managed hosting, this operation also triggers Amazon GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration,
and include the players to be matched. You must also include any player attributes
that are required by the matchmaking configuration's rule set. If successful, a matchmaking
ticket is returned with status set to 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 |
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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 no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions. Learn more |
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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 no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions. Learn more |
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StopGameSessionPlacement(StopGameSessionPlacementRequest) |
Cancels a game session placement that is in |
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StopGameSessionPlacementAsync(StopGameSessionPlacementRequest, CancellationToken) |
Cancels a game session placement that is in |
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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
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 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 |
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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
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 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 |
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SuspendGameServerGroup(SuspendGameServerGroupRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
To suspend activity, specify a game server group ARN and the type of activity to be
suspended. If successful, a Learn more |
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SuspendGameServerGroupAsync(SuspendGameServerGroupRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
To suspend activity, specify a game server group ARN and the type of activity to be
suspended. If successful, a Learn more |
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TagResource(TagResourceRequest) |
Assigns a tag to an Amazon GameLift 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 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 |
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TagResourceAsync(TagResourceRequest, CancellationToken) |
Assigns a tag to an Amazon GameLift 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 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 |
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UntagResource(UntagResourceRequest) |
Removes a tag assigned to a Amazon GameLift 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 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 |
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UntagResourceAsync(UntagResourceRequest, CancellationToken) |
Removes a tag assigned to a Amazon GameLift 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 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 |
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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 |
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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 |
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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 |
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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 |
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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 DescribeFleetDeployment. 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 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. |
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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 DescribeFleetDeployment. 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 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. |
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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. |
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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. |
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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 returns the identifiers for the updated fleet. Learn more |
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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 returns the identifiers for the updated fleet. Learn more |
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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
To update capacity for a fleet's remote location, set the
If successful, Amazon GameLift 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 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 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 |
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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
To update capacity for a fleet's remote location, set the
If successful, Amazon GameLift 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 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 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 |
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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 For a container fleet, inbound permissions must specify port numbers that are defined in the fleet's connection port settings.
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 Learn more |
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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 For a container fleet, inbound permissions must specify port numbers that are defined in the fleet's connection port settings.
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 Learn more |
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UpdateGameServer(UpdateGameServerRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift 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 |
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UpdateGameServerAsync(UpdateGameServerRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help Amazon GameLift 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 |
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UpdateGameServerGroup(UpdateGameServerGroupRequest) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates Amazon GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and provide the
updated values. Before applying the updates, the new values are validated to ensure
that Amazon GameLift FleetIQ can continue to perform instance balancing activity.
If successful, a Learn more |
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UpdateGameServerGroupAsync(UpdateGameServerGroupRequest, CancellationToken) |
This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates Amazon GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and provide the
updated values. Before applying the updates, the new values are validated to ensure
that Amazon GameLift FleetIQ can continue to perform instance balancing activity.
If successful, a Learn more |
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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 |
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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 |
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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. Learn more |
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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. Learn more |
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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 |
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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 |
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UpdateRuntimeConfiguration(UpdateRuntimeConfigurationRequest) |
Updates the runtime configuration for the specified fleet. The runtime configuration
tells Amazon GameLift 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
To update runtime configuration, specify the fleet ID and provide a 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. Learn more |
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UpdateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest, CancellationToken) |
Updates the runtime configuration for the specified fleet. The runtime configuration
tells Amazon GameLift 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
To update runtime configuration, specify the fleet ID and provide a 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. Learn more |
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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 service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers Related actions |
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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 service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon GameLift Realtime Servers Related actions |
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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. Learn more |
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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. Learn more |
Name | Description | |
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AfterResponseEvent | Inherited from Amazon.Runtime.AmazonServiceClient. | |
BeforeRequestEvent | Inherited from Amazon.Runtime.AmazonServiceClient. | |
ExceptionEvent | Inherited from Amazon.Runtime.AmazonServiceClient. |
.NET:
Supported in: 8.0 and newer, Core 3.1
.NET Standard:
Supported in: 2.0
.NET Framework:
Supported in: 4.5 and newer, 3.5