String ticketId
Unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE;
otherwise this request will fail.
List<E> playerIds
Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
String acceptanceType
Player response to the proposed match.
String aliasId
Unique identifier for an alias; alias IDs are unique within a region.
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
String aliasArn
Unique identifier for an alias; alias ARNs are unique across all regions.
String description
Human-readable description of an alias.
RoutingStrategy routingStrategy
Alias configuration for the alias, including routing type and settings.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date lastUpdatedTime
Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String s
For single string values. Maximum string length is 100 characters.
Double n
For number values, expressed as double.
List<E> sL
For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
Map<K,V> sDM
For a map of up to 10 type:value pairs. Maximum length for each string value is 100 characters.
String buildId
Unique identifier for a build.
String name
Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
String version
Version that is associated with this build. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.
String status
Current status of the build.
Possible build statuses include the following:
INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new fleets for this build.
Long sizeOnDisk
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this
value is 0.
String operatingSystem
Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
String description
Human-readable description of an alias.
RoutingStrategy routingStrategy
Object that specifies the fleet and routing type to use for the alias.
Alias alias
Object that describes the newly created alias record.
String name
Descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.
String version
Version that is associated with this build. Version strings do not need to be unique. You can use UpdateBuild to change this value later.
S3Location storageLocation
Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account
that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build
in. Before calling CreateBuild with this location, you must allow Amazon GameLift to access your
Amazon S3 bucket (see Create a Build with Files in Amazon S3).
String operatingSystem
Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system.
Build build
The newly created build record, including a unique build ID and status.
Credentials uploadCredentials
This element is not currently in use.
S3Location storageLocation
Amazon S3 location specified in the request.
String name
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
String description
Human-readable description of a fleet.
String buildId
Unique identifier for a build to be deployed on the new fleet. The build must have been successfully uploaded to
Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is
created.
String serverLaunchPath
This parameter is no longer used. Instead, specify a server launch path using the
RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters
instead of a run-time configuration will continue to work.)
String serverLaunchParameters
This parameter is no longer used. Instead, specify server launch parameters in the
RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters
instead of a run-time configuration will continue to work.)
List<E> logPaths
This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server
process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more
directory paths in logParameters. See more information in the Server API Reference.
String eC2InstanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
List<E> eC2InboundPermissions
Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. If no inbound permissions are set, including both IP address range and port range, the server processes in the fleet cannot accept connections. You can specify one or more sets of permissions for a fleet.
String newGameSessionProtectionPolicy
Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during
a scale-down event.
RuntimeConfiguration runtimeConfiguration
Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet
has a collection of server process configurations, one for each type of server process to run on an instance. A
server process configuration specifies the location of the server executable, launch parameters, and the number
of concurrent processes with that configuration to maintain on each instance. A CreateFleet request must include
a run-time configuration with at least one server process configuration; otherwise the request fails with an
invalid request exception. (This parameter replaces the parameters ServerLaunchPath and
ServerLaunchParameters; requests that contain values for these parameters instead of a run-time
configuration will continue to work.)
ResourceCreationLimitPolicy resourceCreationLimitPolicy
Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
List<E> metricGroups
Names of metric groups to add this fleet to. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.
String peerVpcAwsAccountId
Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.
String peerVpcId
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
FleetAttributes fleetAttributes
Properties for the newly created fleet.
String name
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
Integer timeoutInSeconds
Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds
this time, the game session placement changes to a TIMED_OUT status.
List<E> playerLatencyPolicies
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.
List<E> destinations
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
GameSessionQueue gameSessionQueue
Object that describes the newly created game session queue.
String fleetId
Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.
String aliasId
Unique identifier for an alias associated with the fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String name
Descriptive label that is associated with a game session. Session names do not need to be unique.
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
String creatorId
Unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.
String gameSessionId
This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string
that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided,
this string is included in the new game session's ID. (A game session ARN has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.)
String idempotencyToken
Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters.
If provided, this string is included in the new game session's ID. (A game session ARN has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained
for this time period and then deleted.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
GameSession gameSession
Object that describes the newly created game session record.
String name
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
String description
Meaningful description of the matchmaking configuration.
List<E> gameSessionQueueArns
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
Integer requestTimeoutSeconds
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
Integer acceptanceTimeoutSeconds
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
Boolean acceptanceRequired
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
String ruleSetName
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
String notificationTarget
SNS topic ARN that is set up to receive matchmaking notifications.
Integer additionalPlayerCount
Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
String customEventData
Information to attached to all events related to the matchmaking configuration.
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
MatchmakingConfiguration configuration
Object that describes the newly created matchmaking configuration.
String name
Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.
String ruleSetBody
Collection of matchmaking rules, formatted as a JSON string. (Note that comments are not allowed in JSON, but most elements support a description field.)
MatchmakingRuleSet ruleSet
Object that describes the newly created matchmaking rule set.
String gameSessionId
Unique identifier for the game session to add a player to.
String playerId
Unique identifier for a player. Player IDs are developer-defined.
String playerData
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
PlayerSession playerSession
Object that describes the newly created player session record.
String gameSessionId
Unique identifier for the game session to add players to.
List<E> playerIds
List of unique identifiers for the players to be added.
Map<K,V> playerDataMap
Map of string pairs, each specifying a player ID and a set of developer-defined information related to the
player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data
strings for player IDs not included in the PlayerIds parameter are ignored.
String gameLiftAwsAccountId
Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
String peerVpcId
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
VpcPeeringAuthorization vpcPeeringAuthorization
Details on the requested VPC peering authorization, including expiration.
String fleetId
Unique identifier for a fleet. This tells Amazon GameLift which GameLift VPC to peer with.
String peerVpcAwsAccountId
Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.
String peerVpcId
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
String accessKeyId
Temporary key allowing access to the Amazon GameLift S3 account.
String secretAccessKey
Temporary secret key allowing access to the Amazon GameLift S3 account.
String sessionToken
Token used to associate a specific build ID with the files uploaded using these credentials.
String aliasId
Unique identifier for a fleet alias. Specify the alias you want to delete.
String buildId
Unique identifier for a build to delete.
String fleetId
Unique identifier for a fleet to be deleted.
String name
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
String name
Unique identifier for a matchmaking configuration
String gameLiftAwsAccountId
Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
String peerVpcId
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
String fleetId
Unique identifier for a fleet. This value must match the fleet ID referenced in the VPC peering connection record.
String vpcPeeringConnectionId
Unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
String aliasId
Unique identifier for a fleet alias. Specify the alias you want to retrieve.
Alias alias
Object that contains the requested alias.
String buildId
Unique identifier for a build to retrieve properties for.
Build build
Set of properties describing the requested build.
String eC2InstanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.
List<E> fleetIds
Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
List<E> fleetAttributes
Collection of objects containing attribute metadata for each requested fleet ID.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
List<E> fleetIds
Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
List<E> fleetCapacity
Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to get event logs for.
Date startTime
Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
Date endTime
Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
String fleetId
Unique identifier for a fleet to retrieve port settings for.
List<E> fleetIds
Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
List<E> fleetUtilization
Collection of objects containing utilization information for each requested fleet ID.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to retrieve all game sessions active on the fleet.
String gameSessionId
Unique identifier for the game session to retrieve.
String aliasId
Unique identifier for an alias associated with the fleet to retrieve all game sessions for.
String statusFilter
Game session status to filter results on. Possible game session statuses include ACTIVE,
TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> gameSessionDetails
Collection of objects containing game session properties and the protection policy currently in force for each session matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String placementId
Unique identifier for a game session placement to retrieve.
GameSessionPlacement gameSessionPlacement
Object that describes the requested game session placement.
List<E> names
List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> gameSessionQueues
Collection of objects that describes the requested game session queues.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to retrieve all game sessions for.
String gameSessionId
Unique identifier for the game session to retrieve. You can use either a GameSessionId or
GameSessionArn value.
String aliasId
Unique identifier for an alias associated with the fleet to retrieve all game sessions for.
String statusFilter
Game session status to filter results on. Possible game session statuses include ACTIVE,
TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> gameSessions
Collection of objects containing game session properties for each session matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to retrieve instance information for.
String instanceId
Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> names
Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.
String ruleSetName
Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages. This parameter is limited to 10.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> names
Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
String gameSessionId
Unique identifier for the game session to retrieve player sessions for.
String playerId
Unique identifier for a player to retrieve player sessions for.
String playerSessionId
Unique identifier for a player session to retrieve.
String playerSessionStatusFilter
Player session status to filter results on.
Possible player session statuses include the following:
RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
ACTIVE -- The player has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages. If a player session ID is specified, this parameter is ignored.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
List<E> playerSessions
Collection of objects containing properties for each player session that matches the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to get the run-time configuration for.
RuntimeConfiguration runtimeConfiguration
Instructions describing how server processes should be launched and maintained on each instance in the fleet.
String fleetId
Unique identifier for a fleet to retrieve scaling policies for.
String statusFilter
Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE
status.
ACTIVE -- The scaling policy is currently in force.
UPDATEREQUESTED -- A request to update the scaling policy has been received.
UPDATING -- A change is being made to the scaling policy.
DELETEREQUESTED -- A request to delete the scaling policy has been received.
DELETING -- The scaling policy is being deleted.
DELETED -- The scaling policy has been deleted.
ERROR -- An error occurred in creating the policy. It should be removed and recreated.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> scalingPolicies
Collection of objects containing the scaling policies matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet.
Integer dESIRED
Ideal number of active instances in the fleet.
Integer mINIMUM
Minimum value allowed for the fleet's instance count.
Integer mAXIMUM
Maximum value allowed for the fleet's instance count.
Integer pENDING
Number of instances in the fleet that are starting but not yet active.
Integer aCTIVE
Actual number of active instances in the fleet.
Integer iDLE
Number of active instances in the fleet that are not currently hosting a game session.
Integer tERMINATING
Number of instances in the fleet that are no longer active but haven't yet been terminated.
String eC2InstanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
Integer currentInstances
Number of instances of the specified type that are currently in use by this AWS account.
Integer instanceLimit
Number of instances allowed.
String eventId
Unique identifier for a fleet event.
String resourceId
Unique identifier for an event resource, such as a fleet ID.
String eventCode
Type of event being logged. The following events are currently in use:
General events:
GENERIC_EVENT -- An unspecified event has occurred.
Fleet creation events:
FLEET_CREATED -- A fleet record was successfully created with a status of NEW. Event messaging
includes the fleet ID.
FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed
build has started downloading to a fleet instance for installation.
FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build
files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a
fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are
extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon
GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet
from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the
install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now
verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If
any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to
report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this
stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by
using the URL in PreSignedLogUrl.
FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING.
FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet
is now ready to host game sessions.
VPC peering events:
FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Other fleet events:
FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
FLEET_DELETED -- A request to delete a fleet was initiated.
String message
Additional information related to the event.
Date eventTime
Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String preSignedLogUrl
Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.
String fleetId
Unique identifier for a fleet.
String fleetArn
Identifier for a fleet that is unique across all regions.
String description
Human-readable description of the fleet.
String name
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date terminationTime
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String status
Current status of the fleet.
Possible fleet statuses include the following:
NEW -- A new fleet has been defined and desired instances is set to 1.
DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes.
ACTIVE -- Hosts can now accept game sessions.
ERROR -- An error occurred when downloading, validating, building, or activating the fleet.
DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
String buildId
Unique identifier for a build.
String serverLaunchPath
Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.
String serverLaunchParameters
Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.
List<E> logPaths
Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift
automatically uploads logs that are stored on each instance at C:\game\logs (for Windows) or
/local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.
String newGameSessionProtectionPolicy
Type of game session protection to set for all new instances started in the fleet.
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during
a scale-down event.
String operatingSystem
Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
Fleet policy to limit the number of game sessions an individual player can create over a span of time.
List<E> metricGroups
Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.
String fleetId
Unique identifier for a fleet.
String instanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
EC2InstanceCounts instanceCounts
Current status of fleet capacity.
String fleetId
Unique identifier for a fleet.
Integer activeServerProcessCount
Number of server processes in an ACTIVE status currently running across all instances in the fleet
Integer activeGameSessionCount
Number of active game sessions currently being hosted on all instances in the fleet.
Integer currentPlayerSessionCount
Number of active player sessions currently being hosted on all instances in the fleet.
Integer maximumPlayerSessionCount
Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.
String gameSessionId
Unique identifier for the game session. A game session ARN has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
String name
Descriptive label that is associated with a game session. Session names do not need to be unique.
String fleetId
Unique identifier for a fleet that the game session is running on.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date terminationTime
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Integer currentPlayerSessionCount
Number of players currently in the game session.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String status
Current status of the game session. A game session must have an ACTIVE status to have player
sessions.
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
Integer port
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
String playerSessionCreationPolicy
Indicates whether or not the game session is accepting new players.
String creatorId
Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
String gameSessionArn
Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
Integer port
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
List<E> matchedPlayerSessions
Collection of player session IDs, one for each player ID that was included in the original matchmaking request.
GameSession gameSession
Object that describes a game session.
String protectionPolicy
Current status of protection for the game session.
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during
a scale-down event.
String placementId
Unique identifier for a game session placement.
String gameSessionQueueName
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
String status
Current status of the game session placement request.
PENDING -- The placement request is currently in the queue waiting to be processed.
FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String gameSessionName
Descriptive label that is associated with a game session. Session names do not need to be unique.
String gameSessionId
Unique identifier for the game session. This value is set once the new game session is placed (placement status
is FULFILLED).
String gameSessionArn
Identifier for the game session created by this placement request. This value is set once the new game session is
placed (placement status is FULFILLED). This identifier is unique across all regions. You can use
this value as a GameSessionId value as needed.
String gameSessionRegion
Name of the region where the game session created by this placement request is running. This value is set once
the new game session is placed (placement status is FULFILLED).
List<E> playerLatencies
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.
Date startTime
Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date endTime
Time stamp indicating when this request was completed, canceled, or timed out.
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and
port number. This value is set once the new game session is placed (placement status is FULFILLED).
Integer port
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address
and port number. This value is set once the new game session is placed (placement status is
FULFILLED).
List<E> placedPlayerSessions
Collection of information on player sessions created in response to the game session placement request. These
player sessions are created only once a new game session is successfully placed (placement status is
FULFILLED). This information includes the player ID (as provided in the placement request) and the
corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the
player session ID.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
String name
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
String gameSessionQueueArn
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
Integer timeoutInSeconds
Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds
this time, the game session placement changes to a TIMED_OUT status.
List<E> playerLatencyPolicies
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
List<E> destinations
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
String destinationArn
Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.
String gameSessionId
Unique identifier for the game session to get logs for.
String preSignedUrl
Location of the requested game session logs, available for download.
String fleetId
Unique identifier for a fleet that contains the instance you want access to. The fleet can be in any of the
following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an
ERROR status may be accessible for a short time before they are deleted.
String instanceId
Unique identifier for an instance you want to get access to. You can access an instance in any status.
InstanceAccess instanceAccess
Object that contains connection information for a fleet instance, including IP address and access credentials.
String fleetId
Unique identifier for a fleet that the instance is in.
String instanceId
Unique identifier for an instance.
String ipAddress
IP address assigned to the instance.
String operatingSystem
Operating system that is running on this instance.
String type
EC2 instance type that defines the computing resources of this instance.
String status
Current status of the instance. Possible statuses include the following:
PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration.
ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.
TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String fleetId
Unique identifier for a fleet containing the instance being accessed.
String instanceId
Unique identifier for an instance being accessed.
String ipAddress
IP address assigned to the instance.
String operatingSystem
Operating system that is running on the instance.
InstanceCredentials credentials
Credentials required to access the instance.
Integer fromPort
Starting value for a range of allowed port numbers.
Integer toPort
Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than
FromPort.
String ipRange
Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "
000.000.000.000/[subnet mask]" or optionally the shortened version "
0.0.0.0/[subnet mask]".
String protocol
Network communication protocol used by the fleet.
String routingStrategyType
Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty.
Possible routing types include the following:
SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.
TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
String status
Build status to filter results by. To retrieve all builds, leave this parameter empty.
Possible build statuses include the following:
INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new fleets for this build.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
String buildId
Unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> fleetIds
Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String name
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
String description
Descriptive label that is associated with matchmaking configuration.
List<E> gameSessionQueueArns
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
Integer requestTimeoutSeconds
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
Integer acceptanceTimeoutSeconds
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
Boolean acceptanceRequired
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
String ruleSetName
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
String notificationTarget
SNS topic ARN that is set up to receive matchmaking notifications.
Integer additionalPlayerCount
Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
String customEventData
Information to attached to all events related to the matchmaking configuration.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
String ruleSetName
Unique identifier for a matchmaking rule set
String ruleSetBody
Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String ticketId
Unique identifier for a matchmaking ticket.
String configurationName
Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
String status
Current status of the matchmaking request.
QUEUED -- The matchmaking request has been received and is currently waiting to be processed.
SEARCHING -- The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed
match are placed in FAILED status; new matchmaking requests can be submitted for these players.
CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking.
TIMED_OUT -- The matchmaking request was not completed within the duration specified in the matchmaking configuration. Matchmaking requests that time out can be resubmitted.
String statusReason
Code to explain the current status. For example, a status reason may indicate when a ticket has returned to
SEARCHING status after a proposed match fails to receive player acceptances.
String statusMessage
Additional information about the current status.
Date startTime
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date endTime
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
List<E> players
A set of Player objects, each representing a player to find matches for. Players are identified by a
unique player ID and may include latency data for use during matchmaking. If the ticket is in status
COMPLETED, the Player objects include the team the players were assigned to in the
resulting match.
GameSessionConnectionInfo gameSessionConnectionInfo
Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.
Integer estimatedWaitTime
Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
String playerId
Unique identifier for a player
Map<K,V> playerAttributes
Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need
to match playerAttributes names in the rule set being used. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.
String team
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
Map<K,V> latencyInMs
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.
String playerId
Unique identifier for a player associated with the latency data.
String regionIdentifier
Name of the region that is associated with the latency value.
Float latencyInMilliseconds
Amount of time that represents the time lag experienced by the player when connected to the specified region.
Integer maximumIndividualPlayerLatencyMilliseconds
The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
Integer policyDurationSeconds
The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
String playerSessionId
Unique identifier for a player session.
String playerId
Unique identifier for a player that is associated with this player session.
String gameSessionId
Unique identifier for the game session that the player session is connected to.
String fleetId
Unique identifier for a fleet that the player's game session is running on.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date terminationTime
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String status
Current status of the player session.
Possible player session statuses include the following:
RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
ACTIVE -- The player has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
Integer port
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
String playerData
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
String name
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
String fleetId
Unique identifier for a fleet to apply this policy to.
Integer scalingAdjustment
Amount of adjustment to make, based on the scaling adjustment type.
String scalingAdjustmentType
Type of adjustment to make to a fleet's instance count (see FleetCapacity):
ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
ExactCapacity -- set the instance count to the scaling adjustment value.
PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
Double threshold
Metric value used to trigger a scaling event.
String comparisonOperator
Comparison operator to use when measuring the metric against the threshold value.
Integer evaluationPeriods
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
String metricName
Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
ActivatingGameSessions -- number of game sessions in the process of being created (game session status =
ACTIVATING).
ActiveGameSessions -- number of game sessions currently running (game session status = ACTIVE
).
CurrentPlayerSessions -- number of active or reserved player sessions (player session status =
ACTIVE or RESERVED).
AvailablePlayerSessions -- number of player session slots currently available in active game sessions
across the fleet, calculated by subtracting a game session's current player session count from its maximum player
session count. This number includes game sessions that are not currently accepting players (game session
PlayerSessionCreationPolicy = DENY_ALL).
ActiveInstances -- number of instances currently running a game session.
IdleInstances -- number of instances not currently running a game session.
String name
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
String buildId
Unique identifier for a build to get credentials for.
Credentials uploadCredentials
AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
S3Location storageLocation
Amazon S3 path and key, identifying where the game build files are stored.
String aliasId
Unique identifier for the alias you want to resolve.
String fleetId
Fleet identifier that is associated with the requested alias.
String type
Type of routing strategy.
Possible routing types include the following:
SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.
TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
String fleetId
Unique identifier for a fleet that the alias points to.
String message
Message text to be used with a terminal routing strategy.
List<E> serverProcesses
Collection of server process configurations that describe which server processes to run on each instance in a fleet.
Integer maxConcurrentGameSessionActivations
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
setting limits the amount of instance resources that can be used for new game activations at any one time.
Integer gameSessionActivationTimeoutSeconds
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
session is not active before the timeout, activation is terminated and the game session status is changed to
TERMINATED.
String fleetId
Unique identifier for a fleet that is associated with this scaling policy.
String name
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
String status
Current status of the scaling policy. The scaling policy is only in force when in an ACTIVE status.
ACTIVE -- The scaling policy is currently in force.
UPDATE_REQUESTED -- A request to update the scaling policy has been received.
UPDATING -- A change is being made to the scaling policy.
DELETE_REQUESTED -- A request to delete the scaling policy has been received.
DELETING -- The scaling policy is being deleted.
DELETED -- The scaling policy has been deleted.
ERROR -- An error occurred in creating the policy. It should be removed and recreated.
Integer scalingAdjustment
Amount of adjustment to make, based on the scaling adjustment type.
String scalingAdjustmentType
Type of adjustment to make to a fleet's instance count (see FleetCapacity):
ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
ExactCapacity -- set the instance count to the scaling adjustment value.
PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
String comparisonOperator
Comparison operator to use when measuring a metric against the threshold value.
Double threshold
Metric value used to trigger a scaling event.
Integer evaluationPeriods
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
String metricName
Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
ActivatingGameSessions -- number of game sessions in the process of being created (game session status =
ACTIVATING).
ActiveGameSessions -- number of game sessions currently running (game session status = ACTIVE
).
CurrentPlayerSessions -- number of active or reserved player sessions (player session status =
ACTIVE or RESERVED).
AvailablePlayerSessions -- number of player session slots currently available in active game sessions
across the fleet, calculated by subtracting a game session's current player session count from its maximum player
session count. This number does include game sessions that are not currently accepting players (game session
PlayerSessionCreationPolicy = DENY_ALL).
ActiveInstances -- number of instances currently running a game session.
IdleInstances -- number of instances not currently running a game session.
String fleetId
Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.
String aliasId
Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.
String filterExpression
String containing the search criteria for the session search. If no filter expression is included, the request
returns results for all game sessions in the fleet that are in ACTIVE status.
A filter expression can contain one or multiple conditions. Each condition consists of the following:
Operand -- Name of a game session attribute. Valid values are gameSessionName,
gameSessionId, creationTimeMillis, playerSessionCount,
maximumSessions, hasAvailablePlayerSessions.
Comparator -- Valid comparators are: =, <>, <,
>, <=, >=.
Value -- Value to be searched for. Values can be numbers, boolean values (true/false) or strings. String
values are case sensitive, enclosed in single quotes. Special characters must be escaped. Boolean and string
values can only be used with the comparators = and <>. For example, the following
filter expression searches on gameSessionName: "
FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".
To chain multiple conditions in a single expression, use the logical keywords AND, OR,
and NOT and parentheses as needed. For example: x AND y AND NOT z,
NOT (x OR y).
Session search evaluates conditions from left to right using the following precedence rules:
=, <>, <, >, <=,
>=
Parentheses
NOT
AND
OR
For example, this filter expression retrieves game sessions hosting at least ten players that have an open player
slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
String sortExpression
Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:
Operand -- Name of a game session attribute. Valid values are gameSessionName,
gameSessionId, creationTimeMillis, playerSessionCount,
maximumSessions, hasAvailablePlayerSessions.
Order -- Valid sort orders are ASC (ascending) and DESC (descending).
For example, this sort expression returns the oldest active sessions first:
"SortExpression": "creationTimeMillis ASC". Results with a null value for the sort operand are
returned at the end of the list.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher
than 20.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.
List<E> gameSessions
Collection of objects containing game session properties for each session matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String launchPath
Location of the server executable in a game build. All game builds are installed on instances at the root : for
Windows instances C:\game, and for Linux instances /local/game. A Windows game build
with an executable file located at MyGame\latest\server.exe must have a launch path of "
C:\game\MyGame\latest\server.exe". A Linux game build with an executable file located at
MyGame/latest/server.exe must have a launch path of "
/local/game/MyGame/latest/server.exe".
String parameters
Optional list of parameters to pass to the server executable on launch.
Integer concurrentExecutions
Number of server processes using this configuration to run concurrently on an instance.
String placementId
Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
String gameSessionQueueName
Name of the queue to use to place the new game session.
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String gameSessionName
Descriptive label that is associated with a game session. Session names do not need to be unique.
List<E> playerLatencies
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
List<E> desiredPlayerSessions
Set of information on each player to create a player session for.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session).
GameSessionPlacement gameSessionPlacement
Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.
String ticketId
Unique identifier for a matchmaking ticket. Use this identifier to track the matchmaking ticket status and retrieve match results.
String configurationName
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.
List<E> players
Information on each player to be matched. This information must include a player ID, and may contain player
attributes and latency data to be used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
MatchmakingTicket matchmakingTicket
Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.
String placementId
Unique identifier for a game session placement to cancel.
GameSessionPlacement gameSessionPlacement
Object that describes the canceled game session placement, with CANCELLED status and an end time
stamp.
String ticketId
Unique identifier for a matchmaking ticket.
String aliasId
Unique identifier for a fleet alias. Specify the alias you want to update.
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
String description
Human-readable description of an alias.
RoutingStrategy routingStrategy
Object that specifies the fleet and routing type to use for the alias.
Alias alias
Object that contains the updated alias configuration.
Build build
Object that contains the updated build record.
String fleetId
Unique identifier for a fleet to update attribute metadata for.
String name
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
String description
Human-readable description of a fleet.
String newGameSessionProtectionPolicy
Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession.
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during
a scale-down event.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
Policy that limits the number of game sessions an individual player can create over a span of time.
List<E> metricGroups
Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.
String fleetId
Unique identifier for a fleet that was updated.
String fleetId
Unique identifier for a fleet to update capacity for.
Integer desiredInstances
Number of EC2 instances you want this fleet to host.
Integer minSize
Minimum value allowed for the fleet's instance count. Default if not set is 0.
Integer maxSize
Maximum value allowed for the fleet's instance count. Default if not set is 1.
String fleetId
Unique identifier for a fleet that was updated.
String fleetId
Unique identifier for a fleet to update port settings for.
List<E> inboundPermissionAuthorizations
Collection of port settings to be added to the fleet record.
List<E> inboundPermissionRevocations
Collection of port settings to be removed from the fleet record.
String fleetId
Unique identifier for a fleet that was updated.
String name
Descriptive label that is associated with game session queue. Queue names must be unique within each region.
Integer timeoutInSeconds
Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds
this time, the game session placement changes to a TIMED_OUT status.
List<E> playerLatencyPolicies
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.
List<E> destinations
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.
GameSessionQueue gameSessionQueue
Object that describes the newly updated game session queue.
String gameSessionId
Unique identifier for the game session to update.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String name
Descriptive label that is associated with a game session. Session names do not need to be unique.
String playerSessionCreationPolicy
Policy determining whether or not the game session accepts new players.
String protectionPolicy
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a scale-down event.
FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during
a scale-down event.
GameSession gameSession
Object that contains the updated game session metadata.
String name
Unique identifier for a matchmaking configuration to update.
String description
Descriptive label that is associated with matchmaking configuration.
List<E> gameSessionQueueArns
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
Integer requestTimeoutSeconds
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
Integer acceptanceTimeoutSeconds
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
Boolean acceptanceRequired
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
String ruleSetName
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
String notificationTarget
SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.
Integer additionalPlayerCount
Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
String customEventData
Information to attached to all events related to the matchmaking configuration.
List<E> gameProperties
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
String gameSessionData
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
MatchmakingConfiguration configuration
Object that describes the updated matchmaking configuration.
String fleetId
Unique identifier for a fleet to update run-time configuration for.
RuntimeConfiguration runtimeConfiguration
Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance.
RuntimeConfiguration runtimeConfiguration
The run-time configuration currently in force. If the update was successful, this object matches the one in the request.
String ruleSetBody
Collection of matchmaking rules to validate, formatted as a JSON string.
Boolean valid
Response indicating whether or not the rule set is valid.
String gameLiftAwsAccountId
Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
String peerVpcAwsAccountId
String peerVpcId
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
Date creationTime
Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date expirationTime
Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String fleetId
Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
String ipV4CidrBlock
CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
String vpcPeeringConnectionId
Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.
VpcPeeringConnectionStatus status
Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.
String peerVpcId
Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
String gameLiftVpcId
Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
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