gamelift-2015-10-01
library
Classes
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AcceptMatchOutput
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Alias
-
Properties that describe an alias resource.
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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.
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AwsClientCredentials
-
AWS credentials.
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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.
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Build
-
Properties describing a custom game build.
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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.
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ClaimGameServerOutput
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CreateAliasOutput
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Represents the returned data in response to a request operation.
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CreateBuildOutput
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Represents the returned data in response to a request operation.
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CreateFleetOutput
-
Represents the returned data in response to a request operation.
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CreateGameServerGroupOutput
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CreateGameSessionOutput
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Represents the returned data in response to a request operation.
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CreateGameSessionQueueOutput
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Represents the returned data in response to a request operation.
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CreateMatchmakingConfigurationOutput
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Represents the returned data in response to a request operation.
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CreateMatchmakingRuleSetOutput
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Represents the returned data in response to a request operation.
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CreatePlayerSessionOutput
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Represents the returned data in response to a request operation.
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CreatePlayerSessionsOutput
-
Represents the returned data in response to a request operation.
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CreateScriptOutput
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CreateVpcPeeringAuthorizationOutput
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Represents the returned data in response to a request operation.
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CreateVpcPeeringConnectionOutput
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DeleteGameServerGroupOutput
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DeleteGameSessionQueueOutput
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DeleteMatchmakingConfigurationOutput
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DeleteMatchmakingRuleSetOutput
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Represents the returned data in response to a request operation.
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DeleteVpcPeeringAuthorizationOutput
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DeleteVpcPeeringConnectionOutput
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DescribeAliasOutput
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Represents the returned data in response to a request operation.
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DescribeBuildOutput
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Represents the returned data in response to a request operation.
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DescribeEC2InstanceLimitsOutput
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Represents the returned data in response to a request operation.
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DescribeFleetAttributesOutput
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Represents the returned data in response to a request operation.
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DescribeFleetCapacityOutput
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Represents the returned data in response to a request operation.
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DescribeFleetEventsOutput
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Represents the returned data in response to a request operation.
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DescribeFleetPortSettingsOutput
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Represents the returned data in response to a request operation.
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DescribeFleetUtilizationOutput
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Represents the returned data in response to a request operation.
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DescribeGameServerGroupOutput
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DescribeGameServerInstancesOutput
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DescribeGameServerOutput
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DescribeGameSessionDetailsOutput
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Represents the returned data in response to a request operation.
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DescribeGameSessionPlacementOutput
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Represents the returned data in response to a request operation.
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DescribeGameSessionQueuesOutput
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Represents the returned data in response to a request operation.
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DescribeGameSessionsOutput
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Represents the returned data in response to a request operation.
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DescribeInstancesOutput
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Represents the returned data in response to a request operation.
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DescribeMatchmakingConfigurationsOutput
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Represents the returned data in response to a request operation.
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DescribeMatchmakingOutput
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Represents the returned data in response to a request operation.
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DescribeMatchmakingRuleSetsOutput
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Represents the returned data in response to a request operation.
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DescribePlayerSessionsOutput
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Represents the returned data in response to a request operation.
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DescribeRuntimeConfigurationOutput
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Represents the returned data in response to a request operation.
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DescribeScalingPoliciesOutput
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Represents the returned data in response to a request operation.
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DescribeScriptOutput
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DescribeVpcPeeringAuthorizationsOutput
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DescribeVpcPeeringConnectionsOutput
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Represents the returned data in response to a request operation.
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DesiredPlayerSession
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Player information for use when creating player sessions using a game
session placement request with StartGameSessionPlacement.
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EC2InstanceCounts
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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.
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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.
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Event
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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.
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FleetAttributes
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General properties describing a fleet.
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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.
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FleetUtilization
-
Current status of fleet utilization, including the number of game and player
sessions being hosted.
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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.
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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.
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GameServer
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This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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GameServerGroup
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This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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GameServerGroupAutoScalingPolicy
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This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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GameServerInstance
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This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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GameSession
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Properties describing a game session.
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GameSessionConnectionInfo
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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.
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GameSessionDetail
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A game session's properties plus the protection policy currently in force.
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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.
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GameSessionQueue
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Configuration of a queue that is used to process game session placement
requests. The queue configuration identifies several game features:
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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.
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GetGameSessionLogUrlOutput
-
Represents the returned data in response to a request operation.
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GetInstanceAccessOutput
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Represents the returned data in response to a request operation.
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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.
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InstanceAccess
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Information required to remotely connect to a fleet instance. Access is
requested by calling GetInstanceAccess.
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InstanceCredentials
-
Set of credentials required to remotely access a fleet instance. Access
credentials are requested by calling GetInstanceAccess and returned
in an InstanceAccess object.
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InstanceDefinition
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This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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IpPermission
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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.
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LaunchTemplateSpecification
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This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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ListAliasesOutput
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Represents the returned data in response to a request operation.
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ListBuildsOutput
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Represents the returned data in response to a request operation.
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ListFleetsOutput
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Represents the returned data in response to a request operation.
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ListGameServerGroupsOutput
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ListGameServersOutput
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ListScriptsOutput
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ListTagsForResourceResponse
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MatchedPlayerSession
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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.
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MatchmakingConfiguration
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Guidelines for use with FlexMatch to match players into games. All
matchmaking requests must specify a matchmaking configuration.
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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.
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MatchmakingTicket
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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.
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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.
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Player
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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.
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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.
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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.
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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.
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PutScalingPolicyOutput
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Represents the returned data in response to a request operation.
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RegisterGameServerOutput
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RequestUploadCredentialsOutput
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Represents the returned data in response to a request operation.
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ResolveAliasOutput
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Represents the returned data in response to a request operation.
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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".
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ResumeGameServerGroupOutput
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RoutingStrategy
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The routing configuration for a fleet alias.
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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.
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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.
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ScalingPolicy
-
Rule that controls how a fleet is scaled. Scaling policies are uniquely
identified by the combination of name and fleet ID.
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Script
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Properties describing a Realtime script.
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SearchGameSessionsOutput
-
Represents the returned data in response to a request operation.
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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
.
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StartFleetActionsOutput
-
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StartGameSessionPlacementOutput
-
Represents the returned data in response to a request operation.
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StartMatchBackfillOutput
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Represents the returned data in response to a request operation.
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StartMatchmakingOutput
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Represents the returned data in response to a request operation.
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StopFleetActionsOutput
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StopGameSessionPlacementOutput
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Represents the returned data in response to a request operation.
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StopMatchmakingOutput
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SuspendGameServerGroupOutput
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Tag
-
A label that can be assigned to a GameLift resource.
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TagResourceResponse
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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.
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TargetTrackingConfiguration
-
This data type is used with the Amazon GameLift FleetIQ and game server
groups.
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UntagResourceResponse
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UpdateAliasOutput
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Represents the returned data in response to a request operation.
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UpdateBuildOutput
-
Represents the returned data in response to a request operation.
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UpdateFleetAttributesOutput
-
Represents the returned data in response to a request operation.
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UpdateFleetCapacityOutput
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Represents the returned data in response to a request operation.
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UpdateFleetPortSettingsOutput
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Represents the returned data in response to a request operation.
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UpdateGameServerGroupOutput
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UpdateGameServerOutput
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UpdateGameSessionOutput
-
Represents the returned data in response to a request operation.
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UpdateGameSessionQueueOutput
-
Represents the returned data in response to a request operation.
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UpdateMatchmakingConfigurationOutput
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Represents the returned data in response to a request operation.
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UpdateRuntimeConfigurationOutput
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Represents the returned data in response to a request operation.
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UpdateScriptOutput
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ValidateMatchmakingRuleSetOutput
-
Represents the returned data in response to a request operation.
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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.
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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.