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 the 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
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift alias resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. 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 cost
The cost to run your fleet per hour. Amazon GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues in the Amazon GameLift Developer Guide.
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 100 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 the build.
String buildArn
The Amazon Resource Name (ARN)
assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions.
Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a
GameLift build ARN, the resource ID matches the BuildId value.
String name
A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
String version
Version information associated with a build or script. Version strings don't need to be unique.
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 or
when using a custom Amazon S3 storage location, 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
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").
String serverSdkVersion
The Amazon GameLift Server SDK version used to develop your game server.
String certificateType
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
GENERATED - Generate a TLS/SSL certificate for this fleet.
DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
String gameServerGroupName
A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.
String gameServerId
A custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift FleetIQ searches for an available game server in the specified game server group.
String gameServerData
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimFilterOption filterOption
Object that restricts how a claimed game server is chosen.
GameServer gameServer
Object that describes the newly claimed game server.
String fleetId
A unique identifier for the fleet that the compute belongs to.
String fleetArn
The Amazon Resource Name (ARN) of the fleet that the compute belongs to.
String computeName
A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is an instance ID.
String computeArn
The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are unique across locations. Instances in managed EC2 fleets are not assigned a ComputeARN.
String ipAddress
The IP address of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.
String dnsName
The DNS name of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.
String computeStatus
Current status of the compute. A compute must have an ACTIVE status to host game sessions.
String location
The name of the custom location you added to the fleet that this compute resource resides in.
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").
String operatingSystem
The type of operating system on the compute resource.
String type
The Amazon EC2 instance type that the fleet uses. For registered computes in an Amazon GameLift Anywhere fleet, this property is empty.
String gameLiftServiceSdkEndpoint
The Amazon GameLift SDK endpoint connection for a registered compute resource in an Anywhere fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift service.
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 Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
Alias alias
The newly created alias resource.
String name
A descriptive label associated with a build. Build names don't need to be unique. You can change this value later.
String version
Version information associated with a build or script. Version strings don't need to be unique. You can 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.
If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket.
Amazon GameLift will report a SizeOnDisk of 0.
String operatingSystem
The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.
If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.
List<E> tags
A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services 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 Amazon Web Services General Reference for actual tagging limits.
String serverSdkVersion
A server SDK version you used when integrating your game server build with Amazon GameLift. For more information
see Integrate
games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.
Build build
The newly created build resource, 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 fleetId
A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.
List<E> locations
A list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon
GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region
code such as us-west-2.
String fleetId
A unique identifier for the fleet that was updated with new locations.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
List<E> locationStates
The remote locations that are being added to the fleet, and the life-cycle status of each location. For new
locations, the status is set to NEW. During location creation, Amazon GameLift updates each
location's status as instances are deployed there and prepared for game hosting. This list does not include the
fleet home Region or any remote locations that were already added to the fleet.
String name
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
String description
A description for the fleet.
String buildId
The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the
build ID or ARN. The build must be uploaded to Amazon GameLift and in READY status. This fleet
property can't be changed after the fleet is created.
String scriptId
The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet property can't be changed after the fleet is created.
String serverLaunchPath
This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
String serverLaunchParameters
This parameter is no longer used. Specify server launch parameters using the
RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.
List<E> logPaths
This parameter is no longer used. 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. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
String eC2InstanceType
The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
List<E> eC2InboundPermissions
The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.
String newGameSessionProtectionPolicy
The status of termination protection for active game sessions on the fleet. By default, this property is set to
NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.
NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down
event.
RuntimeConfiguration runtimeConfiguration
Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.
The RuntimeConfiguration parameter is required unless the fleet is being configured using the older
parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for
backward compatibility.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.
List<E> metricGroups
The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
String peerVpcAwsAccountId
Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services 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 Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
String fleetType
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.
String instanceRoleArn
A unique identifier for an IAM role with access permissions to other Amazon Web Services services. Any application that runs on an instance in the fleet--including install scripts, server processes, and other processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. For more information about using the role with your game server builds, see Communicate with other Amazon Web Services resources from your fleets. This fleet property can't be changed after the fleet is created.
CertificateConfiguration certificateConfiguration
Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to
encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the
CertificateConfiguration is DISABLED. You can't change this property after you create
the fleet.
Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.
ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.
List<E> locations
A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can
only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any
Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services
Region code such as us-west-2. To create a fleet with instances in the home Region only, don't use
this parameter.
To use this parameter, Amazon GameLift requires you to use your home location in the request.
List<E> tags
A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
String computeType
The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
EC2.
AnywhereConfiguration anywhereConfiguration
Amazon GameLift Anywhere configuration options.
String instanceRoleCredentialsProvider
Prompts Amazon GameLift to generate a shared credentials file for the IAM role defined in
InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as
needed. Use shared credentials for applications that are deployed along with the game server executable, if the
game server is integrated with server SDK version 5.x. For more information about using shared credentials, see
Communicate with other Amazon Web Services resources from your fleets.
FleetAttributes fleetAttributes
The properties for the new fleet, including the current status. All fleets are placed in NEW status
on creation.
List<E> locationStates
The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set
to NEW. During fleet creation, Amazon GameLift updates each location status as instances are
deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets
with no remote locations, only one entry, representing the home Region, is returned.
String gameServerGroupName
An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
String roleArn
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
Integer minSize
The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
Integer maxSize
The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
LaunchTemplateSpecification launchTemplate
The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
If you specify network interfaces in your launch template, you must explicitly set the property
AssociatePublicIpAddress to "true". If no network interface is specified in the launch template,
Amazon GameLift FleetIQ uses your account's default VPC.
List<E> instanceDefinitions
The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
GameServerGroupAutoScalingPolicy autoScalingPolicy
Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting.
The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game
servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update
this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
String balancingStrategy
Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable
or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
(after current gameplay ends) and are not replaced.
SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server
group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
are replaced with new On-Demand Instances.
ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are
used, even when available, while this balancing strategy is in force.
String gameServerProtectionPolicy
A flag that indicates whether instances in the game server group are protected from early termination.
Unprotected instances that have active game servers running might be terminated during a scale-down event,
causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
servers running except in the event of a forced game server group deletion (see ). An exception to this is with
Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is
set to NO_PROTECTION by default.
List<E> vpcSubnets
A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
List<E> tags
A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
GameServerGroup gameServerGroup
The newly created game server group object, including the new ARN value for the Amazon GameLift FleetIQ game
server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group
has not yet been created. This value is added once the game server group status reaches ACTIVE.
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. By default, this
property is set to 600.
List<E> playerLatencyPolicies
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
List<E> destinations
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
FilterConfiguration filterConfiguration
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can
be placed in any queue location.
PriorityConfiguration priorityConfiguration
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
String customEventData
Information to be added to all events that are related to this game session queue.
String notificationTarget
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
List<E> tags
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
GameSessionQueue gameSessionQueue
An object that describes the newly created game session queue.
String fleetId
A unique identifier for the 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 the 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
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.
String creatorId
A unique identifier for a player or entity creating the game session.
If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a
CreatorId. Amazon GameLift limits the number of game session creation requests with the same
CreatorId in a specified time period.
If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your
CreateGameSession requests, Amazon GameLift limits requests to one request per
CreatorId per second.
To not limit CreateGameSession requests with the same CreatorId, don't provide a
CreatorId in your CreateGameSession request.
String gameSessionId
This parameter is deprecated. 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.
String idempotencyToken
Custom string that uniquely identifies the new game session request. This is useful for ensuring that game
session requests with the same idempotency token are processed only once. Subsequent requests with the same
string return the original GameSession object, with an updated status. 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
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
String location
A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is
placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as
us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere
fleet's custom location.
GameSession gameSession
Object that describes the newly created game session record.
String locationName
A descriptive name for the custom location.
List<E> tags
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.
LocationModel location
The details of the custom location you created.
String name
A unique identifier for the 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
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique
across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>.
Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for
matches that are created with this matchmaking configuration. If FlexMatchMode is set to
STANDALONE, do not set this parameter.
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 acceptance is required.
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. With this option enabled, matchmaking tickets use the
status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player
acceptance.
String ruleSetName
A unique identifier for the 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, if the configuration's rule
set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will
be selected for the match and 2 more player slots will be open for future players. This parameter is not used if
FlexMatchMode is set to STANDALONE.
String customEventData
Information to be added to all events related to this matchmaking configuration.
List<E> gameProperties
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. This information is added to the new
GameSession object that is created for a successful match. This parameter is not used if
FlexMatchMode is set to STANDALONE.
String gameSessionData
A set of custom game session properties, formatted as a single string value. This data is passed to a game server
process 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. This parameter is not used if FlexMatchMode is set to
STANDALONE.
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 Amazon GameLift create a backfill request whenever a game session has one
or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games
with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to
STANDALONE.
String flexMatchMode
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
List<E> tags
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
MatchmakingConfiguration configuration
Object that describes the newly created matchmaking configuration.
String name
A unique identifier for the 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 Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
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. Any player
data strings for player IDs that are not included in the PlayerIds parameter are ignored.
String name
A descriptive label that is associated with a script. Script names don't need to be unique. You can use UpdateScript to change this value later.
String version
Version information associated with a build or script. Version strings don't 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 Amazon Web Services 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 Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services 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 Amazon Web Services 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 Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services 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 Amazon Web Services 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 the 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 Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services 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 Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
String accessKeyId
The access key ID that identifies the temporary security credentials.
String secretAccessKey
The secret access key that can be used to sign requests.
String sessionToken
The token that users must pass to the service API to use the temporary 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 the build to delete. You can use either the build ID or ARN value.
String fleetId
A unique identifier for the fleet that location attributes are being deleted for.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
List<E> locationStates
The remote locations that are being deleted, with each location status set to DELETING.
String fleetId
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
String gameServerGroupName
A unique identifier for the game server group. Use either the name or ARN value.
String deleteOption
The type of delete to perform. Options include the following:
SAFE_DELETE – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when
it has no game servers that are in UTILIZED status.
FORCE_DELETE – Terminates the game server group, including all active game servers regardless of
their utilization status, and the Amazon EC2 Auto Scaling group.
RETAIN – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group
as is.
GameServerGroup gameServerGroup
An object that describes the deleted game server group resource, with status updated to
DELETE_SCHEDULED.
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 locationName
The location name of the custom location to be deleted.
String name
A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
String name
A unique identifier for the 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 the Realtime script to delete. You can use either the script ID or ARN value.
String gameLiftAwsAccountId
A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services 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 Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
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 the 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 fleetId
A unique identifier for the fleet that the compute is registered to. You can use either the fleet ID or ARN value.
String computeName
The unique identifier of the compute resource to retrieve properties for. For an Anywhere fleet compute, use the registered compute name. For a managed EC2 fleet instance, use the instance ID.
Compute compute
The set of properties for the requested compute resource.
String eC2InstanceType
Name of an Amazon 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. Do not specify a value for this parameter to retrieve limits for all instance types.
String location
The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code
such as us-west-2.
List<E> fleetIds
A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
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
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 operation. 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. Attribute objects are returned only for fleets that currently exist.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
List<E> fleetIds
A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
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
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 operation. 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 that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
String fleetId
A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
Date startTime
The 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
The 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
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 operation. To start at the beginning of the result set, do not specify a value.
String fleetId
A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
List<E> locations
A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services
Region code, such as us-west-2.
Integer limit
The maximum number of results to return. Use this parameter with NextToken to get results as a set
of sequential pages. This limit is not currently enforced.
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 operation. To start at the beginning of the result set, do not specify a value.
String fleetId
A unique identifier for the fleet that location attributes were requested for.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
List<E> locationAttributes
Location-specific information on the requested fleet's remote locations.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
String fleetId
A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.
String location
The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services
Region code, such as us-west-2.
FleetCapacity fleetCapacity
Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
String fleetId
A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.
String location
The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web
Services Region code, such as us-west-2.
FleetUtilization fleetUtilization
Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.
String fleetId
A unique identifier for the fleet that was requested.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
List<E> inboundPermissions
The port settings for the requested fleet ID.
String updateStatus
The current status of updates to the fleet's port settings in the requested fleet location. A status of
PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed
for the location.
String location
The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2.
List<E> fleetIds
A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
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
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 operation. 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. Utilization objects are returned only for fleets that currently exist.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
String gameServerGroupName
A unique identifier for the game server group. Use either the name or ARN value.
GameServerGroup gameServerGroup
An object with the property settings for the requested game server group resource.
String gameServerGroupName
A unique identifier for the game server group. Use either the name or ARN value.
List<E> instanceIds
The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character
format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, 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 operation. To start at the beginning of the result set, do not specify a value.
GameServer gameServer
Object that describes the requested game server.
String fleetId
A unique identifier for the 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 the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
String location
A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use
the Amazon Web Services Region code format, such as us-west-2.
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
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 operation. To start at the beginning of the result set, do not specify a value.
List<E> gameSessionDetails
A collection of properties for each game session that matches the request.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. 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. You can request up to 50 results.
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 operation. 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 operation. If no token is returned, these results represent the end of the list.
String fleetId
A unique identifier for the fleet to retrieve 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 the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.
String location
A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the
Amazon Web Services Region code format, such as us-west-2.
String statusFilter
Game session status to filter results on. You can filter on the following states: ACTIVE,
TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and
used for only very brief periods of time.
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 operation. To start at the beginning of the result set, do not specify a value.
String fleetId
A unique identifier for the 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
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 operation. To start at the beginning of the result set, do not specify a value.
String location
The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code
such as us-west-2.
List<E> names
A unique identifier for the 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 the 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 operation. 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 operation. 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. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.
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
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 operation. 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
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
String fleetId
A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
RuntimeConfiguration runtimeConfiguration
Instructions that describe how server processes should be launched and maintained on each instance in the fleet.
String fleetId
A unique identifier for the fleet for which to retrieve scaling policies. 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
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 operation. To start at the beginning of the result set, do not specify a value.
String location
The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.
List<E> scalingPolicies
A collection of objects containing the scaling policies matching the request.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
String scriptId
A unique identifier for the 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 the fleet. You can use either the fleet ID or ARN value.
Integer dESIRED
Requested number of active instances. Amazon GameLift takes action as needed to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances. A change in the desired instances value can take up to 1 minute to be reflected when viewing a fleet's capacity settings.
Integer mINIMUM
The minimum instance count value allowed.
Integer mAXIMUM
The maximum instance count value allowed.
Integer pENDING
Number of instances that are starting but not yet active.
Integer aCTIVE
Actual number of instances that are ready to host game sessions.
Integer iDLE
Number of active instances that are not currently hosting a game session.
Integer tERMINATING
Number of instances that are no longer active but haven't yet been terminated.
String eC2InstanceType
The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
Integer currentInstances
The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.
Integer instanceLimit
The number of instances that is allowed for the specified instance type and location.
String location
An Amazon Web Services Region code, such as us-west-2.
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 state transition events:
FLEET_CREATED -- A fleet resource 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon
GameLift has successfully downloaded the build and is now validating the build files.
FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon
GameLift has successfully verified the build files and is now running the installation scripts.
FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon
GameLift is trying to launch an instance and test the connectivity between the build and the Amazon GameLift
Service via the Server SDK.
FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet
is now ready to host game sessions.
FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more
details.
Fleet creation events (ordered by fleet creation activity):
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 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 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
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. For more information, see Debug Fleet Creation Issues.
FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.
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 Amazon Web Services account.
FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information 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 Amazon Web Services 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.
INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.
Server process events:
SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the
time expected (5 minutes). Check your game session log to see why InitSDK() was not called in time.
SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the
time expected (5 minutes) after calling InitSDK(). Check your game session log to see why
ProcessReady() was not called in time.
SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game
session log to see why ProcessEnding() was not called.
SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after
OnProcessTerminate() was sent. Check your game session log to see why termination took longer than
expected.
SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30
seconds) after calling ProcessEnding(). Check your game session log to see why termination took
longer than expected.
Game session events:
GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game
session log to see why ActivateGameSession() took longer to complete than expected.
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 the fleet.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift fleet ARN, the resource ID matches the FleetId value.
String fleetType
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.
String instanceType
The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
String description
A 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
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 terminationTime
A 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 the build resource that is deployed on instances in this fleet.
String buildArn
The Amazon Resource Name (ARN)
associated with the Amazon 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 the Realtime script resource that is deployed on instances in this fleet.
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
This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
String serverLaunchParameters
This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.
List<E> logPaths
This parameter is no longer used. Game session log paths are now defined using the Amazon GameLift server
API ProcessReady() logParameters. See more information in the Server API Reference.
String newGameSessionProtectionPolicy
The type of game session protection to set on all new instances that are 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
The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
List<E> metricGroups
Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
List<E> stoppedActions
A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.
String instanceRoleArn
A unique identifier for an IAM role with access permissions to other Amazon Web Services services. Any application that runs on an instance in the fleet--including install scripts, server processes, and other processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. For more information about using the role with your game server builds, see Communicate with other Amazon Web Services resources from your fleets.
CertificateConfiguration certificateConfiguration
String computeType
The type of compute resource used to host your game servers. You can use your own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift.
AnywhereConfiguration anywhereConfiguration
String instanceRoleCredentialsProvider
Indicates that fleet instances maintain a shared credentials file for the IAM role defined in
InstanceRoleArn. Shared credentials allow applications that are deployed with the game server
executable to communicate with other Amazon Web Services resources. This property is used only when the game
server is integrated with the server SDK version 5.x. For more information about using shared credentials, see Communicate
with other Amazon Web Services resources from your fleets.
String fleetId
A unique identifier for the fleet associated with the location.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String instanceType
The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
EC2InstanceCounts instanceCounts
String location
The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as
us-west-2.
String fleetId
A unique identifier for the fleet associated with the location.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Integer activeServerProcessCount
The number of server processes in ACTIVE status that are currently running across all instances in
the fleet location.
Integer activeGameSessionCount
The number of active game sessions that are currently being hosted across all instances in the fleet location.
Integer currentPlayerSessionCount
The number of active player sessions that are currently being hosted across all instances in the fleet location.
Integer maximumPlayerSessionCount
The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.
String location
The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such
as us-west-2.
String gameServerGroupName
A unique identifier for the game server group where the game server is running.
String gameServerGroupArn
The ARN identifier for the game server group where the game server is located.
String gameServerId
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
String instanceId
The unique identifier for the instance where the game server is running. This ID is available in the instance
metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.
String connectionInfo
The port and IP address that must be used to establish a client connection to the game server.
String gameServerData
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
String claimStatus
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During
this time, game clients connect to the game server to start the game and trigger the game server to update its
utilization status. After one minute, the game server claim status reverts to null.
String utilizationStatus
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains
in this status until it reports game hosting activity.
UTILIZED - The game server is currently hosting a game session with players.
Date registrationTime
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").
Date lastClaimTime
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time
as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game
server's status should revert to null.
Date lastHealthCheckTime
Timestamp that indicates the last time the game server was updated with health status. The format is a number
expressed in Unix time as milliseconds (for example "1469498468.057"). After game server
registration, this property is only changed when a game server update specifies a health check value.
String gameServerGroupName
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
String gameServerGroupArn
A generated unique ID for the game server group.
String roleArn
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
List<E> instanceDefinitions
The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
String balancingStrategy
Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable
or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
(after current gameplay ends) and are not replaced.
SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server
group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
are replaced with new On-Demand Instances.
ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are
used, even when available, while this balancing strategy is in force.
String gameServerProtectionPolicy
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
String autoScalingGroupArn
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
String status
The current status of the game server group. Possible statuses include:
NEW - Amazon GameLift FleetIQ has validated the CreateGameServerGroup() request.
ACTIVATING - Amazon GameLift FleetIQ is setting up a game server group, which includes creating an
Auto Scaling group in your Amazon Web Services account.
ACTIVE - The game server group has been successfully created.
DELETE_SCHEDULED - A request to delete the game server group has been received.
DELETING - Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup() request
and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it deletes the Auto
Scaling group and the game server group.
DELETED - The game server group has been successfully deleted.
ERROR - The asynchronous processes of activating or deleting a game server group has failed,
resulting in an error state.
String statusReason
Additional information about the current game server group status. This information might provide additional
insight on groups that are in ERROR status.
List<E> suspendedActions
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
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
A timestamp that indicates when this game server group was last updated.
Integer estimatedInstanceWarmup
Length of time, in seconds, it takes for a new instance to start new game server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.
TargetTrackingConfiguration targetTrackingConfiguration
Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a
target-based policy that tracks the Amazon GameLift FleetIQ metric "PercentUtilizedGameServers" and
specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server
group capacity so that the metric returns to the target value.
String gameServerGroupName
A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
String gameServerGroupArn
A generated unique identifier for the game server group that includes the game server instance.
String instanceId
The unique identifier for the instance where the game server is running. This ID is available in the instance
metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.
String instanceStatus
Current status of the game server instance
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 the 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
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 terminationTime
A 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
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}.
String ipAddress
The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
String dnsName
The 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
The 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
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
String matchmakerData
Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
String location
The fleet location where the game session is running. This value might specify the fleet's home Region or a
remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.
String gameSessionArn
A unique identifier for the game session. Use the game session ID.
String ipAddress
The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
String dnsName
The 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
The 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 in the queue waiting to be processed. Game session properties are not yet final.
FULFILLED -- A new game session has been successfully placed. Game session properties are now final.
CANCELLED -- The placement request was canceled.
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
FAILED -- Amazon 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
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}.
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 isn't final until placement status is FULFILLED
.
String gameSessionArn
Identifier for the game session created by this placement request. This identifier is unique across all Regions.
This value isn't final until placement status is FULFILLED.
String gameSessionRegion
Name of the Region where the game session created by this placement request is running. This value isn't final
until placement status is FULFILLED.
List<E> playerLatencies
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services 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
The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address
and port number. This value isn't final until placement status is FULFILLED.
String dnsName
The 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
The 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 isn't final until 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 after a new game session is successfully placed (placement status is
FULFILLED). This information includes the player ID, provided in the placement request, and a
corresponding player session ID.
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).
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
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique
across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>.
In a Amazon 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. By default, this
property is set to 600.
List<E> playerLatencyPolicies
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
List<E> destinations
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
FilterConfiguration filterConfiguration
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can
be placed in any queue location.
PriorityConfiguration priorityConfiguration
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
String customEventData
Information that is added to all events that are related to this game session queue.
String notificationTarget
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
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 fleetId
A unique identifier for the fleet that contains the compute resource you want to connect to. You can use either the fleet ID or ARN value.
String computeName
A unique identifier for the compute resource that you want to connect to. You can use either a registered compute name or an instance ID.
String fleetId
The ID of the fleet that contains the compute resource to be accessed.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String computeName
The identifier of the compute resource to be accessed. This value might be either a compute name or an instance ID.
String computeArn
The Amazon Resource Name (ARN)
that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all
Regions. Format is
arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
Credentials credentials
A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).
String fleetId
A unique identifier for the fleet that the compute is registered to.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String computeName
The name of the compute resource that the authentication token is issued to.
String computeArn
The Amazon Resource Name (ARN)
that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all
Regions. Format is
arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
String authToken
A valid temporary authentication token.
Date expirationTimestamp
The amount of time until the authentication token is no longer valid.
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 the fleet that contains the instance you want to access. You can request access to
instances in EC2 fleets with the following statuses: ACTIVATING, ACTIVE, or
ERROR. Use either a fleet ID or an ARN value.
You can access fleets in ERROR status for a short period of time before Amazon GameLift deletes
them.
String instanceId
A unique identifier for the instance you want to access. 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 the fleet that the instance belongs to.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String instanceId
A unique identifier for the instance.
String ipAddress
IP address that is assigned to the instance.
String dnsName
The 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 Elastic Compute Cloud 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 EC2 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
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").
String location
The fleet location of the instance, expressed as an Amazon Web Services Region code, such as
us-west-2.
String fleetId
A unique identifier for the fleet containing the instance to be accessed.
String instanceId
A unique identifier for the instance to be accessed.
String ipAddress
IP address assigned to the instance.
String operatingSystem
Operating system that is running on the instance.
InstanceCredentials credentials
Security credentials that are required to access the instance.
String instanceType
An Amazon EC2 instance type designation.
String weightedCapacity
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by Amazon GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".
Integer fromPort
A starting value for a range of allowed port numbers.
For fleets using Linux builds, only ports 22 and 1026-60000 are valid.
For fleets using Windows builds, only ports 1026-60000 are valid.
Integer toPort
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to
or greater than FromPort.
For fleets using Linux builds, only ports 22 and 1026-60000 are valid.
For fleets using Windows builds, only ports 1026-60000 are valid.
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 launchTemplateId
A unique identifier for an existing Amazon EC2 launch template.
String launchTemplateName
A readable identifier for an existing Amazon EC2 launch template.
String version
The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.
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 operation. 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
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 operation. To start at the beginning of the result set, don't specify a value.
String fleetId
A unique identifier for the fleet to retrieve compute resources for.
String location
The name of a location to retrieve compute resources for.
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 operation. To start at the beginning of the result set, do not specify a value.
String buildId
A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.
String scriptId
A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script 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.
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 operation. To start at the beginning of the result set, do not specify a value.
String gameServerGroupName
An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
String sortOrder
Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING
to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If
this parameter is left empty, game servers are returned in no particular order.
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 operation. To start at the beginning of the result set, do not specify a value.
List<E> filters
Filters the list for AWS or CUSTOM locations.
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 operation. To start at the beginning of the result set, do not specify a 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 operation. To start at the beginning of the result set, don't specify a value.
String resourceARN
The Amazon Resource Name (ARN)
that uniquely identifies the Amazon GameLift resource that you want to retrieve tags for. Amazon GameLift
includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a
List or Describe operation for the resource type.
LocationState locationState
A fleet location and its current life-cycle state.
List<E> stoppedActions
A list of fleet actions that have been suspended in the fleet location.
String updateStatus
The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that
StopFleetActions or StartFleetActions has been requested but the update has not yet
been completed for the location.
String location
An Amazon Web Services Region code, such as us-west-2.
String locationName
The location's name.
String locationArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift location resource and uniquely identifies it. ARNs are unique across all
Regions. Format is
arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
String name
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
String configurationArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift matchmaking configuration resource and uniquely identifies it. ARNs are
unique across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In
a Amazon GameLift configuration ARN, the resource ID matches the Name value.
String description
A descriptive label that is associated with matchmaking configuration.
List<E> gameSessionQueueArns
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique
across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>.
Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for
matches that are created with this matchmaking configuration. This property is not set when
FlexMatchMode is set to STANDALONE.
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 acceptance is required. 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. When this option is enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.
String ruleSetName
A unique identifier for the 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, if the configuration's rule
set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will
be selected for the match and 2 more player slots will be open for future players. This parameter is not used
when FlexMatchMode is set to STANDALONE.
String customEventData
Information to attach to all events related to the matchmaking configuration.
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").
List<E> gameProperties
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. This information is added to the new
GameSession object that is created for a successful match. This parameter is not used when
FlexMatchMode is set to STANDALONE.
String gameSessionData
A set of custom game session properties, formatted as a single string value. This data is passed to a game server
process 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. This parameter is not used when FlexMatchMode is set to
STANDALONE.
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 backfill requests whenever a game session has one or more open slots. Learn more about manual and
automatic backfill in Backfill existing games
with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to
STANDALONE.
String flexMatchMode
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
String ruleSetName
A unique identifier for the matchmaking rule set
String ruleSetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique
across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. 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
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").
String ticketId
A unique identifier for a matchmaking ticket.
String configurationName
Name of the matchmaking configuration 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. 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
StopMatchmaking operation 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 the matchmaking request stopped being processed due to successful completion, timeout,
or cancellation. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057").
List<E> players
A set of Player objects, each representing a player to find matches for. Players are identified by a
unique player ID and may include latency data for use during matchmaking. If the ticket is in status
COMPLETED, the Player objects include the team the players were assigned to in the
resulting match.
GameSessionConnectionInfo gameSessionConnectionInfo
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
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"}}.
You can provide up to 10 PlayerAttributes.
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
A set of values, expressed in milliseconds, that indicates 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 the 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
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 terminationTime
A 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
The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
String dnsName
The 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.
List<E> priorityOrder
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY -- FleetIQ prioritizes locations where the average player latency (provided in each game
session request) is lowest.
COST -- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated
based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.
DESTINATION -- FleetIQ prioritizes based on the order that destinations are listed in the queue
configuration.
LOCATION -- FleetIQ prioritizes based on the provided order of locations, as defined in
LocationOrder.
List<E> locationOrder
The prioritization order to use for fleet locations, when the PriorityOrder property includes
LOCATION. Locations are identified by Amazon Web Services Region codes such as
us-west-2. Each location can only be listed once.
String name
A descriptive label that is associated with a fleet's 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 the 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:
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
An object that contains settings for a target-based scaling policy.
String name
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
String fleetId
A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
String computeName
A descriptive label for the compute resource.
String certificatePath
The path to a TLS certificate on your compute resource. Amazon GameLift doesn't validate the path and certificate.
String dnsName
The DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP address.
String ipAddress
The IP address of the compute resource. Amazon GameLift requires either a DNS name or IP address.
String location
The name of a custom location to associate with the compute resource being registered.
Compute compute
The details of the compute resource you registered.
String gameServerGroupName
A unique identifier for the game server group where the game server is running.
String gameServerId
A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
String instanceId
The unique identifier for the instance where the game server is running. This ID is available in the instance
metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.
String connectionInfo
Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
String gameServerData
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
GameServer gameServer
Object that describes the newly registered game server.
String buildId
A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
Credentials uploadCredentials
Amazon Web Services 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.
Integer newGameSessionsPerCreator
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a
CreateGameSession request, Amazon GameLift checks that the player (identified by
CreatorId) has created fewer than game session limit in the specified time period.
Integer policyPeriodInMinutes
The time span used in evaluating the resource creation limit policy.
GameServerGroup gameServerGroup
An object that describes the game server group resource, with the SuspendedActions property updated
to reflect the resumed activity.
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 message embedded.
String fleetId
A unique identifier for the 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 identify what server processes to run on each instance in a fleet.
Integer maxConcurrentGameSessionActivations
The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the
instance resources that can be used for new game activations at any one time.
Integer gameSessionActivationTimeoutSeconds
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host
players. During this time, the game session is in status ACTIVATING. If the game session does not
become active before the timeout, it is ended and the game session status is changed to TERMINATED.
String bucket
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Amazon GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
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 the fleet that is associated with this scaling policy.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String name
A descriptive label that is associated with a fleet's 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. If the policy is suspended for a fleet, the
policy status does not change.
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.
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
An object that contains settings for a target-based scaling policy.
String updateStatus
The current status of the fleet's scaling policies in a requested fleet location. The status
PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed
for the location.
String location
The fleet location.
String scriptId
A unique identifier for the Realtime script
String scriptArn
The Amazon Resource Name (ARN) that is assigned to a Amazon 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 don't need to be unique.
String version
Version information associated with a build or script. Version strings don't 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. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").
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.
String fleetId
A unique identifier for the 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 the 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 location
A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the
Amazon Web Services Region code format, such as us-west-2.
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
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 operation. 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 that matches the request.
String nextToken
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
String launchPath
The location of a game build executable or Realtime script. Game builds and Realtime scripts are installed on instances at the root:
Windows (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"
Amazon GameLift doesn't support the use of setup scripts that launch the game executable. For custom game builds,
this parameter must indicate the executable that calls the server SDK operations initSDK() and
ProcessReady().
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 using this configuration that run concurrently on each instance.
String fleetId
A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.
List<E> actions
List of actions to restart on the fleet.
String location
The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region
code, such as us-west-2.
String fleetId
A unique identifier for the fleet to restart actions on.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
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.
String gameSessionQueueName
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
List<E> gameProperties
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}.
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
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services 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
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).
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
A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
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.
You can include up to 199 Players in a StartMatchBackfill request.
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.
The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
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.
You can include up to 10 Players in a StartMatchmaking request.
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 fleetId
A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.
List<E> actions
List of actions to suspend on the fleet.
String location
The fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region
code, such as us-west-2.
String fleetId
A unique identifier for the fleet to stop actions on.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String placementId
A unique identifier for a game session placement to stop.
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.
GameServerGroup gameServerGroup
An object that describes the game server group resource, with the SuspendedActions property updated
to reflect the suspended activity.
String resourceARN
The Amazon Resource Name (ARN)
that uniquely identifies the Amazon GameLift resource that you want to assign tags to. Amazon GameLift includes
resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or
Describe operation for the resource type.
List<E> tags
A list of one or more tags to assign to the specified Amazon GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for 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).
Double targetValue
Desired value to use with a game server group target-based scaling policy.
String resourceARN
The Amazon Resource Name (ARN)
that uniquely identifies the Amazon GameLift resource that you want to remove tags from. Amazon GameLift includes
resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or
Describe operation for the resource type.
List<E> tagKeys
A list of one or more tag keys to remove from the specified Amazon GameLift resource.
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 the build to update. You can use either the build ID or ARN value.
String name
A descriptive label associated with a build. Build names don't need to be unique.
String version
Version information associated with a build or script. Version strings don't need to be unique.
Build build
The updated build resource.
String fleetId
A unique identifier for the 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
A human-readable description of a fleet.
String newGameSessionProtectionPolicy
The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions 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 settings that limit the number of game sessions an individual player can create over a span of time.
List<E> metricGroups
The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
AnywhereConfiguration anywhereConfiguration
Amazon GameLift Anywhere configuration options.
String fleetId
A unique identifier for the fleet that was updated.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String fleetId
A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.
Integer desiredInstances
The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet's capacity settings.
Integer minSize
The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
Integer maxSize
The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
String location
The name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region
code such as us-west-2.
String fleetId
A unique identifier for the fleet that was updated.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String location
The remote location being updated, expressed as an Amazon Web Services Region code, such as
us-west-2.
String fleetId
A unique identifier for the 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 resource.
List<E> inboundPermissionRevocations
A collection of port settings to be removed from the fleet resource.
String fleetId
A unique identifier for the fleet that was updated.
String fleetArn
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all
Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
String gameServerGroupName
A unique identifier for the game server group. Use either the name or ARN value.
String roleArn
The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
List<E> instanceDefinitions
An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
String gameServerProtectionPolicy
A flag that indicates whether instances in the game server group are protected from early termination.
Unprotected instances that have active game servers running might be terminated during a scale-down event,
causing players to be dropped from the game. Protected instances cannot be terminated while there are active game
servers running except in the event of a forced game server group deletion (see ). An exception to this is with
Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is
set to NO_PROTECTION by default.
String balancingStrategy
Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable
or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
(after current gameplay ends) and are not replaced.
SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server
group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
are replaced with new On-Demand Instances.
ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are
used, even when available, while this balancing strategy is in force.
GameServerGroup gameServerGroup
An object that describes the game server group resource with updated properties.
String gameServerGroupName
A unique identifier for the game server group where the game server is running.
String gameServerId
A custom string that uniquely identifies the game server to update.
String gameServerData
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
String utilizationStatus
Indicates if the game server is available or is currently hosting gameplay. You can update a game server status
from AVAILABLE to UTILIZED, but you can't change a the status from
UTILIZED to AVAILABLE.
String healthCheck
Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.
GameServer gameServer
Object that describes the newly updated game server.
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. By default, this
property is set to 600.
List<E> playerLatencyPolicies
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.
List<E> destinations
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.
FilterConfiguration filterConfiguration
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can
be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
PriorityConfiguration priorityConfiguration
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.
String customEventData
Information to be added to all events that are related to this game session queue.
String notificationTarget
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
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
A policy that determines whether the game session is accepting 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.
List<E> gameProperties
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. You can use this parameter to modify game properties in an
active game session. This action adds new properties and modifies existing properties. There is no way to delete
properties. For an example, see Update the value of a game property.
GameSession gameSession
The updated game session properties.
String name
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
String description
A description for the matchmaking configuration.
List<E> gameSessionQueueArns
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique
across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>.
Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for
matches that are created with this matchmaking configuration. If FlexMatchMode is set to
STANDALONE, do not set this parameter.
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 acceptance is required.
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. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.
String ruleSetName
A unique identifier for the 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, if the configuration's rule
set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will
be selected for the match and 2 more player slots will be open for future players. This parameter is not used if
FlexMatchMode is set to STANDALONE.
String customEventData
Information to add to all events related to the matchmaking configuration.
List<E> gameProperties
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. This information is added to the new
GameSession object that is created for a successful match. This parameter is not used if
FlexMatchMode is set to STANDALONE.
String gameSessionData
A set of custom game session properties, formatted as a single string value. This data is passed to a game server
process with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match.
This parameter is not used if FlexMatchMode is set to STANDALONE.
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 match backfill request whenever a game session has one or more open slots. Learn more
about manual and automatic backfill in Backfill Existing Games
with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to
STANDALONE.
String flexMatchMode
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
MatchmakingConfiguration configuration
The updated matchmaking configuration.
String fleetId
A unique identifier for the 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, how to launch them, and the number of processes to run concurrently.
RuntimeConfiguration runtimeConfiguration
The runtime configuration currently in use by all instances in the fleet. If the update was successful, all property changes are shown.
String scriptId
A unique identifier for the 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 don't need to be unique.
String version
Version information associated with a build or script. Version strings don't 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 Amazon Web Services 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 Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
String peerVpcAwsAccountId
The authorization's peer VPC Amazon Web Services account ID.
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 Amazon Web Services 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 the 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.
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 as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services 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 Amazon Web Services account.
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