String ticketId
A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE;
otherwise this request will fail.
List<E> playerIds
A 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
A unique identifier for an alias. Alias IDs are unique within a Region.
String name
A descriptive label that is associated with an alias. Alias names do not need to be unique.
String aliasArn
Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions.. In a GameLift alias ARN, the resource ID matches the alias ID value.
String description
A human-readable description of an alias.
RoutingStrategy routingStrategy
The routing configuration, including routing type and fleet target, for the alias.
Date creationTime
A 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
The time that 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 data type:value pairs. Maximum length for each string value is 100 characters.
String buildId
A unique identifier for a build.
String buildArn
Amazon Resource Name (ARN) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift build ARN, the resource ID matches the BuildId value.
String name
A 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 information that is associated with a build or script. 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 certificateType
Indicates whether a TLS/SSL certificate was generated for a fleet.
String name
A descriptive label that is associated with an alias. Alias names do not need to be unique.
String description
A human-readable description of the alias.
RoutingStrategy routingStrategy
The routing configuration, including routing type and fleet target, for the alias.
List<E> tags
A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Alias alias
The newly created alias resource.
String name
A 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 information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.
S3Location storageLocation
Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
String operatingSystem
The 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. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.
List<E> tags
A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Build build
The newly created build record, including a unique build IDs and status.
Credentials uploadCredentials
This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
S3Location storageLocation
Amazon S3 location for your game build file, including bucket name and key.
String name
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
String description
A human-readable description of a fleet.
String buildId
A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value.
The custom game server 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 scriptId
A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. 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 runtime 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 runtime 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
The 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 game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.
String newGameSessionProtectionPolicy
A 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. Server processes run either a custom
game build executable or a Realtime script. The runtime configuration defines the server executables or launch
script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a
fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails
with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and
ServerLaunchParameters, although requests that contain values for these parameters instead of a
runtime configuration will continue to work.) This parameter is required unless the parameters
ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced
these parameters, but fleets that use them will continue to work.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
List<E> metricGroups
The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.
String peerVpcAwsAccountId
A 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
A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
String fleetType
Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is
ON_DEMAND. Both categories of instances use identical hardware and configurations based on the
instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.
String instanceRoleArn
A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
CertificateConfiguration certificateConfiguration
Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.
Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.
Valid values include:
GENERATED - Generate a TLS/SSL certificate for this fleet.
DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
List<E> tags
A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
FleetAttributes fleetAttributes
Properties for the newly created fleet.
String name
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Integer timeoutInSeconds
The 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
A 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, the policy 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 request fails.
List<E> destinations
A 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.
List<E> tags
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
GameSessionQueue gameSessionQueue
An object that describes the newly created game session queue.
String fleetId
A unique identifier for a fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
String aliasId
A unique identifier for an alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
Integer maximumPlayerSessionCount
The maximum number of players that can be connected simultaneously to the game session.
String name
A descriptive label that is associated with a game session. Session names do not need to be unique.
List<E> gameProperties
Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
String creatorId
A 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 custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
String description
A human-readable description of the matchmaking configuration.
List<E> gameSessionQueueArns
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. 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
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
Integer acceptanceTimeoutSeconds
The 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
A flag that determines whether a match that was created with this configuration must be accepted by the matched
players. To require acceptance, set to TRUE.
String ruleSetName
A unique identifier for a matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
String notificationTarget
An SNS topic ARN that is set up to receive matchmaking notifications.
Integer additionalPlayerCount
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
String customEventData
Information to be added to all events related to this matchmaking configuration.
List<E> gameProperties
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object 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
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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 backfillMode
The method used to backfill game sessions that are created with this matchmaking configuration. Specify
MANUAL when your game manages backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game
session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games
with FlexMatch.
List<E> tags
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
MatchmakingConfiguration configuration
Object that describes the newly created matchmaking configuration.
String name
A unique identifier for a matchmaking rule set. A matchmaking configuration identifies the rule set it uses by
this name value. Note that the rule set name is different from the optional name field in the rule
set body.
String ruleSetBody
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
List<E> tags
A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
MatchmakingRuleSet ruleSet
The newly created matchmaking rule set.
String gameSessionId
A unique identifier for the game session to add a player to.
String playerId
A 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
A 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 name
A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
String version
The version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
S3Location storageLocation
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage
location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to
create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3
object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
ByteBuffer zipFile
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended
with the string "fileb://" to indicate that the file data is a binary object. For example:
--zip-file fileb://myRealtimeScript.zip.
List<E> tags
A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Script script
The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
String gameLiftAwsAccountId
A 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
A 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. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
VpcPeeringAuthorization vpcPeeringAuthorization
Details on the requested VPC peering authorization, including expiration.
String fleetId
A unique identifier for a fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
String peerVpcAwsAccountId
A 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
A 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. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
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
A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
String buildId
A unique identifier for a build to delete. You can use either the build ID or ARN value.
String fleetId
A unique identifier for a fleet to be deleted. You can use either the fleet ID or ARN value.
String name
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
String name
A unique identifier for a matchmaking configuration. You can use either the configuration name or ARN value.
String name
A unique identifier for a matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
String scriptId
A unique identifier for a Realtime script to delete. You can use either the script ID or ARN value.
String gameLiftAwsAccountId
A 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
A 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. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
String fleetId
A unique identifier for a fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
String vpcPeeringConnectionId
A unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
String aliasId
The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
Alias alias
The requested alias resource.
String buildId
A unique identifier for a build to retrieve properties for. You can use either the build ID or ARN value.
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
A unique identifier for a fleet(s) to retrieve attributes for. You can use either the fleet ID or ARN value.
Integer limit
The 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
A 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
A unique identifier for a fleet(s) to retrieve capacity information for. You can use either the fleet ID or ARN value.
Integer limit
The 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
A 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
A unique identifier for a fleet to get event logs for. You can use either the fleet ID or ARN value.
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
The 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
A unique identifier for a fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
List<E> fleetIds
A unique identifier for a fleet(s) to retrieve utilization data for. You can use either the fleet ID or ARN value.
Integer limit
The 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
A 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
A unique identifier for a fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.
String gameSessionId
A unique identifier for the game session to retrieve.
String aliasId
A unique identifier for an alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
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
The 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
A 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
A unique identifier for a game session placement to retrieve.
GameSessionPlacement gameSessionPlacement
Object that describes the requested game session placement.
List<E> names
A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
Integer limit
The maximum number of results to return. Use this parameter with NextToken to get results as a set
of sequential pages.
String nextToken
A 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
A collection of objects that describe the requested game session queues.
String nextToken
A 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
A unique identifier for a fleet to retrieve all game sessions for. You can use either the fleet ID or ARN value.
String gameSessionId
A unique identifier for the game session to retrieve.
String aliasId
A unique identifier for an alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
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
The 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
A 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
A unique identifier for a fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
String instanceId
A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
Integer limit
The 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
A unique identifier for a matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
String ruleSetName
A unique identifier for a matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.
Integer limit
The 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
A 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
A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
Integer limit
The maximum number of results to return. Use this parameter with NextToken to get results as a set
of sequential pages.
String nextToken
A 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
A unique identifier for the game session to retrieve player sessions for.
String playerId
A unique identifier for a player to retrieve player sessions for.
String playerSessionId
A 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
The 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
A 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
A unique identifier for a fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
RuntimeConfiguration runtimeConfiguration
Instructions describing how server processes should be launched and maintained on each instance in the fleet.
String fleetId
A unique identifier for a fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.
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
The 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
A 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 scriptId
A unique identifier for a Realtime script to retrieve properties for. You can use either the script ID or ARN value.
Script script
A set of properties describing the requested script.
String fleetId
A unique identifier for a fleet. You can use either the fleet ID or ARN value.
Integer dESIRED
Ideal number of active instances in the fleet.
Integer mINIMUM
The minimum value allowed for the fleet's instance count.
Integer mAXIMUM
The 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
A unique identifier for a fleet event.
String resourceId
A unique identifier for an event resource, such as a fleet ID.
String eventCode
The type of event being logged.
Fleet creation events (ordered by fleet creation activity):
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 runtime 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 runtime 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 runtime 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 runtime 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. Learn more at Debug Fleet Creation Issues
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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.
Spot instance events:
INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
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.
GENERIC_EVENT -- An unspecified event has occurred.
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
A unique identifier for a fleet.
String fleetArn
The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift fleet ARN, the resource ID matches the FleetId value.
String fleetType
Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.
String instanceType
EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.
String description
Human-readable description of the fleet.
String name
A 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 or Realtime script 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
A unique identifier for a build.
String buildArn
The Amazon Resource Name (ARN) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.
String scriptId
A unique identifier for a Realtime script.
String scriptArn
The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.
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
The 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.
List<E> stoppedActions
List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling.
String instanceRoleArn
A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
CertificateConfiguration certificateConfiguration
Indicates whether a TLS/SSL certificate was generated for the fleet.
String fleetId
A 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
A 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
The maximum number of players allowed across all game sessions currently being hosted on all instances in the fleet.
String gameSessionId
A 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
A descriptive label that is associated with a game session. Session names do not need to be unique.
String fleetId
A unique identifier for a fleet that the game session is running on.
String fleetArn
The Amazon Resource Name (ARN) associated with the GameLift fleet that this 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
The 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.
String statusReason
Provides additional information about game session status. INTERRUPTED indicates that the game
session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
List<E> gameProperties
Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.
String ipAddress
IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.
String dnsName
DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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
A 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 custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
String matchmakerData
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
String gameSessionArn
Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.
String ipAddress
IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.
String dnsName
DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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
A 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
A unique identifier for a game session placement.
String gameSessionQueueName
A 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.
FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
List<E> gameProperties
Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
Integer maximumPlayerSessionCount
The maximum number of players that can be connected simultaneously to the game session.
String gameSessionName
A descriptive label that is associated with a game session. Session names do not need to be unique.
String gameSessionId
A 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 instance that is running the game session. When connecting to a Amazon GameLift game server, a
client needs to reference an IP address (or DNS name) and port number. This value is set once the new game
session is placed (placement status is FULFILLED).
String dnsName
DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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
A 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 custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
String matchmakerData
Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
String name
A 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 GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Integer timeoutInSeconds
The 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
A 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, the policy 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
A 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
The Amazon Resource Name (ARN) that is 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
A unique identifier for the game session to get logs for.
String preSignedUrl
Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.
String fleetId
A unique identifier for a fleet that contains the instance you want access to. You can use either the fleet ID or
ARN value. 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
A unique identifier for an instance you want to get access to. You can access an instance in any status.
InstanceAccess instanceAccess
The connection information for a fleet instance, including IP address and access credentials.
String fleetId
A unique identifier for a fleet that the instance is in.
String instanceId
A unique identifier for an instance.
String ipAddress
IP address that is assigned to the instance.
String dnsName
DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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
A unique identifier for a fleet containing the instance being accessed.
String instanceId
A unique identifier for an instance being accessed.
String ipAddress
IP address that is assigned to the instance.
String operatingSystem
Operating system that is running on the instance.
InstanceCredentials credentials
Credentials required to access the instance.
Integer fromPort
A starting value for a range of allowed port numbers.
Integer toPort
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher
than FromPort.
String ipRange
A 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
The network communication protocol used by the fleet.
String routingStrategyType
The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing 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
A descriptive label that is associated with an alias. Alias names do not need to be unique.
Integer limit
The maximum number of results to return. Use this parameter with NextToken to get results as a set
of sequential pages.
String nextToken
A 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
The 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
A unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. Use either the build ID or ARN value.To retrieve all fleets, leave this parameter empty.
String scriptId
A unique identifier for a Realtime script to return fleets for. Use this parameter to return only fleets using the specified script. Use either the script ID or ARN value.To retrieve all fleets, leave this parameter empty.
Integer limit
The 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.
Integer limit
The maximum number of results to return. Use this parameter with NextToken to get results as a set
of sequential pages.
String nextToken
A 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 resourceARN
The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe action for the resource type.
String name
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
String configurationArn
Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.
String description
A descriptive label that is associated with matchmaking configuration.
List<E> gameSessionQueueArns
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
Integer requestTimeoutSeconds
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
Integer acceptanceTimeoutSeconds
The 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
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
String ruleSetName
A 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 ruleSetArn
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
String notificationTarget
An SNS topic ARN that is set up to receive matchmaking notifications.
Integer additionalPlayerCount
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
String customEventData
Information to attach to all events related to the matchmaking configuration.
Date creationTime
The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
List<E> gameProperties
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object 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
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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 backfillMode
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
String ruleSetName
A unique identifier for a matchmaking rule set
String ruleSetArn
Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
String ruleSetBody
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
Date creationTime
The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String ticketId
A 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 configurationArn
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
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.
CANCELLED -- The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
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 this matchmaking request stopped being processed due to success, failure, 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
A unique identifier for a player
Map<K,V> playerAttributes
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must
match the playerAttributes used in a matchmaking rule set. 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
A 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
A unique identifier for a player session.
String playerId
A unique identifier for a player that is associated with this player session.
String gameSessionId
A unique identifier for the game session that the player session is connected to.
String fleetId
A unique identifier for a fleet that the player's game session is running on.
String fleetArn
The Amazon Resource Name (ARN) associated with the GameLift 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 instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.
String dnsName
DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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
A 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
A unique identifier for a fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
Integer scalingAdjustment
Amount of adjustment to make, based on the scaling adjustment type.
String scalingAdjustmentType
The 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 a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
ActivatingGameSessions -- Game sessions in the process of being created.
ActiveGameSessions -- Game sessions that are currently running.
ActiveInstances -- Fleet instances that are currently running at least one game session.
AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
IdleInstances -- Active instances that are currently hosting zero game sessions.
PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
String policyType
The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
TargetConfiguration targetConfiguration
The settings for a target-based scaling policy.
String name
A descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
String buildId
A unique identifier for a build to get credentials for. You can use either the build ID or ARN value.
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
The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
String type
The type of routing strategy for the alias.
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
The unique identifier for a fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
String message
The message text to be used with a terminal routing strategy.
List<E> serverProcesses
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Integer maxConcurrentGameSessionActivations
The 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
The 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 bucket
An Amazon S3 bucket identifier. This is the name of the S3 bucket.
String key
The name of the zip file that contains the build files or script files.
String roleArn
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.
String objectVersion
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
String fleetId
A unique identifier for a fleet that is associated with this scaling policy.
String name
A 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 can be in force only when in an ACTIVE
status. Scaling policies can be suspended for individual fleets (see StopFleetActions; if suspended for a
fleet, the policy status does not change. View a fleet's stopped actions by calling DescribeFleetCapacity.
ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
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
The 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 a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
ActivatingGameSessions -- Game sessions in the process of being created.
ActiveGameSessions -- Game sessions that are currently running.
ActiveInstances -- Fleet instances that are currently running at least one game session.
AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
IdleInstances -- Active instances that are currently hosting zero game sessions.
PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
String policyType
The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
TargetConfiguration targetConfiguration
The settings for a target-based scaling policy.
String scriptId
A unique identifier for a Realtime script
String scriptArn
Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
String name
A descriptive label that is associated with a script. Script names do not need to be unique.
String version
The version that is associated with a build or script. Version strings do not need to be unique.
Long sizeOnDisk
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
Date creationTime
A time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
S3Location storageLocation
String fleetId
A unique identifier for a fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
String aliasId
A unique identifier for an alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. 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, gameSessionProperties, maximumSessions,
creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.
Comparator -- Valid comparators are: =, <>, <,
>, <=, >=.
Value -- Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending
on the operand. String values are case sensitive and must be 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, gameSessionProperties, maximumSessions,
creationTimeMillis, playerSessionCount, 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
The 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
A 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
The location of the server executable in a custom game build or the name of the Realtime script file that
contains the Init() function. Game builds and Realtime scripts are installed on instances at the
root:
Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"
Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "
/local/game/MyRealtimeScript.js"
String parameters
An optional list of parameters to pass to the server executable or Realtime script on launch.
Integer concurrentExecutions
The number of server processes that use this configuration to run concurrently on an instance.
String placementId
A 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. You can use either the qieue name or ARN value.
List<E> gameProperties
Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
Integer maximumPlayerSessionCount
The maximum number of players that can be connected simultaneously to the game session.
String gameSessionName
A 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 custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
String configurationName
Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN
of the matchmaker that was used with the original game session is listed in the GameSession object,
MatchmakerData property.
String gameSessionArn
Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.
List<E> players
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
PlayerID, PlayerAttributes, Team -\\- This information is maintained in the GameSession object,
MatchmakerData property, for all players who are currently assigned to the game session. The
matchmaker data is in JSON syntax, formatted as a string. For more details, see Match
Data.
LatencyInMs -\\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
MatchmakingTicket matchmakingTicket
Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.
String ticketId
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. 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. You can use either the configuration name or ARN value.
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
A 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
A unique identifier for a matchmaking ticket.
String resourceARN
The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe action for the resource type.
List<E> tags
A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging AWS Resources for actual tagging limits.
Double targetValue
Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).
String resourceARN
The Amazon Resource Name (ARN) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe action for the resource type.
List<E> tagKeys
A list of one or more tags to remove from the specified GameLift resource. Tags are developer-defined and structured as key-value pairs.
String aliasId
A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.
String name
A descriptive label that is associated with an alias. Alias names do not need to be unique.
String description
A human-readable description of the alias.
RoutingStrategy routingStrategy
The routing configuration, including routing type and fleet target, for the alias.
Alias alias
The updated alias resource.
String buildId
A unique identifier for a build to update. You can use either the build ID or ARN value.
String name
A descriptive label that is associated with a build. Build names do not need to be unique.
String version
Version information that is associated with a build or script. Version strings do not need to be unique.
Build build
The updated build record.
String fleetId
A unique identifier for a fleet to update attribute metadata for. You can use either the fleet ID or ARN value.
String name
A 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
A unique identifier for a fleet that was updated. Use either the fleet ID or ARN value.
String fleetId
A unique identifier for a fleet to update capacity for. You can use either the fleet ID or ARN value.
Integer desiredInstances
Number of EC2 instances you want this fleet to host.
Integer minSize
The minimum value allowed for the fleet's instance count. Default if not set is 0.
Integer maxSize
The maximum value allowed for the fleet's instance count. Default if not set is 1.
String fleetId
A unique identifier for a fleet that was updated.
String fleetId
A unique identifier for a fleet to update port settings for. You can use either the fleet ID or ARN value.
List<E> inboundPermissionAuthorizations
A collection of port settings to be added to the fleet record.
List<E> inboundPermissionRevocations
A collection of port settings to be removed from the fleet record.
String fleetId
A unique identifier for a fleet that was updated.
String name
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
Integer timeoutInSeconds
The 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
A 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, the policy 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
A 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
An object that describes the newly updated game session queue.
String gameSessionId
A unique identifier for the game session to update.
Integer maximumPlayerSessionCount
The maximum number of players that can be connected simultaneously to the game session.
String name
A 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
The updated game session metadata.
String name
A unique identifier for a matchmaking configuration to update. You can use either the configuration name or ARN value.
String description
A descriptive label that is associated with matchmaking configuration.
List<E> gameSessionQueueArns
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. 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
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
Integer acceptanceTimeoutSeconds
The 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
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
String ruleSetName
A unique identifier for a matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
String notificationTarget
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.
Integer additionalPlayerCount
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
String customEventData
Information to add to all events related to the matchmaking configuration.
List<E> gameProperties
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object 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
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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 backfillMode
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
MatchmakingConfiguration configuration
The updated matchmaking configuration.
String fleetId
A unique identifier for a fleet to update runtime configuration for. You can use either the fleet ID or ARN value.
RuntimeConfiguration runtimeConfiguration
Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a runtime configuration with at least one server process configuration.
RuntimeConfiguration runtimeConfiguration
The runtime configuration currently in force. If the update was successful, this object matches the one in the request.
String scriptId
A unique identifier for a Realtime script to update. You can use either the script ID or ARN value.
String name
A descriptive label that is associated with a script. Script names do not need to be unique.
String version
The version that is associated with a build or script. Version strings do not need to be unique.
S3Location storageLocation
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage
location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to
create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3
object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
ByteBuffer zipFile
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended
with the string "fileb://" to indicate that the file data is a binary object. For example:
--zip-file fileb://myRealtimeScript.zip.
Script script
The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
String ruleSetBody
A collection of matchmaking rules to validate, formatted as a JSON string.
Boolean valid
A response indicating whether the rule set is valid.
String gameLiftAwsAccountId
A 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
A 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. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
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
A unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
String fleetArn
The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.
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
A 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
The status information about the connection. Status indicates if a connection is pending, successful, or failed.
String peerVpcId
A 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. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
String gameLiftVpcId
A 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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