gamelift-2015-10-01 library

Classes

AcceptMatchOutput
Alias
Properties that describe an alias resource. [...]
AttributeValue
Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.
AwsClientCredentials
AWS credentials.
AwsCredentials
Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
Build
Properties describing a custom game build. [...]
CertificateConfiguration
Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK call GetInstanceCertificate. All instances in a fleet share the same certificate.
ClaimGameServerOutput
CreateAliasOutput
Represents the returned data in response to a request operation.
CreateBuildOutput
Represents the returned data in response to a request operation.
CreateFleetOutput
Represents the returned data in response to a request operation.
CreateGameServerGroupOutput
CreateGameSessionOutput
Represents the returned data in response to a request operation.
CreateGameSessionQueueOutput
Represents the returned data in response to a request operation.
CreateMatchmakingConfigurationOutput
Represents the returned data in response to a request operation.
CreateMatchmakingRuleSetOutput
Represents the returned data in response to a request operation.
CreatePlayerSessionOutput
Represents the returned data in response to a request operation.
CreatePlayerSessionsOutput
Represents the returned data in response to a request operation.
CreateScriptOutput
CreateVpcPeeringAuthorizationOutput
Represents the returned data in response to a request operation.
CreateVpcPeeringConnectionOutput
DeleteGameServerGroupOutput
DeleteGameSessionQueueOutput
DeleteMatchmakingConfigurationOutput
DeleteMatchmakingRuleSetOutput
Represents the returned data in response to a request operation.
DeleteVpcPeeringAuthorizationOutput
DeleteVpcPeeringConnectionOutput
DescribeAliasOutput
Represents the returned data in response to a request operation.
DescribeBuildOutput
Represents the returned data in response to a request operation.
DescribeEC2InstanceLimitsOutput
Represents the returned data in response to a request operation.
DescribeFleetAttributesOutput
Represents the returned data in response to a request operation.
DescribeFleetCapacityOutput
Represents the returned data in response to a request operation.
DescribeFleetEventsOutput
Represents the returned data in response to a request operation.
DescribeFleetPortSettingsOutput
Represents the returned data in response to a request operation.
DescribeFleetUtilizationOutput
Represents the returned data in response to a request operation.
DescribeGameServerGroupOutput
DescribeGameServerInstancesOutput
DescribeGameServerOutput
DescribeGameSessionDetailsOutput
Represents the returned data in response to a request operation.
DescribeGameSessionPlacementOutput
Represents the returned data in response to a request operation.
DescribeGameSessionQueuesOutput
Represents the returned data in response to a request operation.
DescribeGameSessionsOutput
Represents the returned data in response to a request operation.
DescribeInstancesOutput
Represents the returned data in response to a request operation.
DescribeMatchmakingConfigurationsOutput
Represents the returned data in response to a request operation.
DescribeMatchmakingOutput
Represents the returned data in response to a request operation.
DescribeMatchmakingRuleSetsOutput
Represents the returned data in response to a request operation.
DescribePlayerSessionsOutput
Represents the returned data in response to a request operation.
DescribeRuntimeConfigurationOutput
Represents the returned data in response to a request operation.
DescribeScalingPoliciesOutput
Represents the returned data in response to a request operation.
DescribeScriptOutput
DescribeVpcPeeringAuthorizationsOutput
DescribeVpcPeeringConnectionsOutput
Represents the returned data in response to a request operation.
DesiredPlayerSession
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.
EC2InstanceCounts
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected. [...]
EC2InstanceLimit
The maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
Event
Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
FleetAttributes
General properties describing a fleet. [...]
FleetCapacity
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type. [...]
FleetUtilization
Current status of fleet utilization, including the number of game and player sessions being hosted. [...]
GameLift
GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.
GameProperty
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide.
GameServer
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
GameServerGroup
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
GameServerGroupAutoScalingPolicy
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
GameServerInstance
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
GameSession
Properties describing a game session. [...]
GameSessionConnectionInfo
Connection information for a new game session that is created in response to a StartMatchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.
GameSessionDetail
A game session's properties plus the protection policy currently in force.
GameSessionPlacement
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps. [...]
GameSessionQueue
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features: [...]
GameSessionQueueDestination
Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue. [...]
GetGameSessionLogUrlOutput
Represents the returned data in response to a request operation.
GetInstanceAccessOutput
Represents the returned data in response to a request operation.
Instance
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.
InstanceAccess
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.
InstanceCredentials
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.
InstanceDefinition
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
IpPermission
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.
LaunchTemplateSpecification
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
ListAliasesOutput
Represents the returned data in response to a request operation.
ListBuildsOutput
Represents the returned data in response to a request operation.
ListFleetsOutput
Represents the returned data in response to a request operation.
ListGameServerGroupsOutput
ListGameServersOutput
ListScriptsOutput
ListTagsForResourceResponse
MatchedPlayerSession
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request. [...]
MatchmakingConfiguration
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
MatchmakingRuleSet
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects. [...]
MatchmakingTicket
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.
PlacedPlayerSession
Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID. [...]
Player
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
PlayerLatency
Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
PlayerLatencyPolicy
Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information. [...]
PlayerSession
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated. [...]
PutScalingPolicyOutput
Represents the returned data in response to a request operation.
RegisterGameServerOutput
RequestUploadCredentialsOutput
Represents the returned data in response to a request operation.
ResolveAliasOutput
Represents the returned data in response to a request operation.
ResourceCreationLimitPolicy
A policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period". [...]
ResumeGameServerGroupOutput
RoutingStrategy
The routing configuration for a fleet alias. [...]
RuntimeConfiguration
A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration. [...]
S3Location
The location in S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.
ScalingPolicy
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID. [...]
Script
Properties describing a Realtime script. [...]
SearchGameSessionsOutput
Represents the returned data in response to a request operation.
ServerProcess
A set of instructions for launching server processes on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instruction set identifies the location of the custom game build executable or Realtime launch script, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration .
StartFleetActionsOutput
StartGameSessionPlacementOutput
Represents the returned data in response to a request operation.
StartMatchBackfillOutput
Represents the returned data in response to a request operation.
StartMatchmakingOutput
Represents the returned data in response to a request operation.
StopFleetActionsOutput
StopGameSessionPlacementOutput
Represents the returned data in response to a request operation.
StopMatchmakingOutput
SuspendGameServerGroupOutput
Tag
A label that can be assigned to a GameLift resource. [...]
TagResourceResponse
TargetConfiguration
Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value. [...]
TargetTrackingConfiguration
This data type is used with the Amazon GameLift FleetIQ and game server groups. [...]
UntagResourceResponse
UpdateAliasOutput
Represents the returned data in response to a request operation.
UpdateBuildOutput
Represents the returned data in response to a request operation.
UpdateFleetAttributesOutput
Represents the returned data in response to a request operation.
UpdateFleetCapacityOutput
Represents the returned data in response to a request operation.
UpdateFleetPortSettingsOutput
Represents the returned data in response to a request operation.
UpdateGameServerGroupOutput
UpdateGameServerOutput
UpdateGameSessionOutput
Represents the returned data in response to a request operation.
UpdateGameSessionQueueOutput
Represents the returned data in response to a request operation.
UpdateMatchmakingConfigurationOutput
Represents the returned data in response to a request operation.
UpdateRuntimeConfigurationOutput
Represents the returned data in response to a request operation.
UpdateScriptOutput
ValidateMatchmakingRuleSetOutput
Represents the returned data in response to a request operation.
VpcPeeringAuthorization
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued. [...]
VpcPeeringConnection
Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established. [...]
VpcPeeringConnectionStatus
Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet Event.

Enums

AcceptanceType
BackfillMode
BalancingStrategy
BuildStatus
CertificateType
ComparisonOperatorType
EC2InstanceType
EventCode
FleetAction
FleetStatus
FleetType
FlexMatchMode
GameServerClaimStatus
GameServerGroupAction
GameServerGroupDeleteOption
GameServerGroupInstanceType
GameServerGroupStatus
GameServerHealthCheck
GameServerInstanceStatus
GameServerProtectionPolicy
GameServerUtilizationStatus
GameSessionPlacementState
GameSessionStatus
GameSessionStatusReason
InstanceStatus
IpProtocol
MatchmakingConfigurationStatus
MetricName
OperatingSystem
PlayerSessionCreationPolicy
PlayerSessionStatus
PolicyType
ProtectionPolicy
RoutingStrategyType
ScalingAdjustmentType
ScalingStatusType
SortOrder

Exceptions / Errors

ConflictException
FleetCapacityExceededException
GameSessionFullException
IdempotentParameterMismatchException
InternalServiceException
InvalidFleetStatusException
InvalidGameSessionStatusException
InvalidRequestException
LimitExceededException
NotFoundException
OutOfCapacityException
TaggingFailedException
TerminalRoutingStrategyException
UnauthorizedException
UnsupportedRegionException