Class: AWS.GameLift

Inherits:
AWS.Service show all
Identifier:
gamelift
API Version:
2015-10-01
Defined in:
(unknown)

Overview

Constructs a service interface object. Each API operation is exposed as a function on service.

Service Description

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and manage costs, and (4) track in-depth metrics on game server performance and player usage.

When setting up hosting resources, you can deploy your custom game server or use the Amazon GameLift Realtime Servers. Realtime Servers gives you the ability to quickly stand up lightweight, efficient game servers with the core Amazon GameLift infrastructure already built in.

Get Amazon GameLift Tools and Resources

This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific SDK reference topics. See also Amazon GameLift Tools and Resources.

API Summary

The Amazon GameLift service API includes two key sets of actions:

  • Manage game sessions and player access -- Integrate this functionality into game client services in order to create new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request matchmaking, etc.

  • Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds, scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting and game metrics.

Task-based list of API actions

Sending a Request Using GameLift

var gamelift = new AWS.GameLift();
gamelift.acceptMatch(params, function (err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Locking the API Version

In order to ensure that the GameLift object uses this specific API, you can construct the object by passing the apiVersion option to the constructor:

var gamelift = new AWS.GameLift({apiVersion: '2015-10-01'});

You can also set the API version globally in AWS.config.apiVersions using the gamelift service identifier:

AWS.config.apiVersions = {
  gamelift: '2015-10-01',
  // other service API versions
};

var gamelift = new AWS.GameLift();

Version:

  • 2015-10-01

Constructor Summary

Property Summary

Properties inherited from AWS.Service

apiVersions

Method Summary

Methods inherited from AWS.Service

makeRequest, makeUnauthenticatedRequest, waitFor, setupRequestListeners, defineService

Constructor Details

new AWS.GameLift(options = {}) ⇒ Object

Constructs a service object. This object has one method for each API operation.

Examples:

Constructing a GameLift object

var gamelift = new AWS.GameLift({apiVersion: '2015-10-01'});

Options Hash (options):

  • params (map)

    An optional map of parameters to bind to every request sent by this service object. For more information on bound parameters, see "Working with Services" in the Getting Started Guide.

  • endpoint (String)

    The endpoint URI to send requests to. The default endpoint is built from the configured region. The endpoint should be a string like 'https://{service}.{region}.amazonaws.com'.

  • accessKeyId (String)

    your AWS access key ID.

  • secretAccessKey (String)

    your AWS secret access key.

  • sessionToken (AWS.Credentials)

    the optional AWS session token to sign requests with.

  • credentials (AWS.Credentials)

    the AWS credentials to sign requests with. You can either specify this object, or specify the accessKeyId and secretAccessKey options directly.

  • credentialProvider (AWS.CredentialProviderChain)

    the provider chain used to resolve credentials if no static credentials property is set.

  • region (String)

    the region to send service requests to. See AWS.GameLift.region for more information.

  • maxRetries (Integer)

    the maximum amount of retries to attempt with a request. See AWS.GameLift.maxRetries for more information.

  • maxRedirects (Integer)

    the maximum amount of redirects to follow with a request. See AWS.GameLift.maxRedirects for more information.

  • sslEnabled (Boolean)

    whether to enable SSL for requests.

  • paramValidation (Boolean|map)

    whether input parameters should be validated against the operation description before sending the request. Defaults to true. Pass a map to enable any of the following specific validation features:

    • min [Boolean] — Validates that a value meets the min constraint. This is enabled by default when paramValidation is set to true.
    • max [Boolean] — Validates that a value meets the max constraint.
    • pattern [Boolean] — Validates that a string value matches a regular expression.
    • enum [Boolean] — Validates that a string value matches one of the allowable enum values.
  • computeChecksums (Boolean)

    whether to compute checksums for payload bodies when the service accepts it (currently supported in S3 only)

  • convertResponseTypes (Boolean)

    whether types are converted when parsing response data. Currently only supported for JSON based services. Turning this off may improve performance on large response payloads. Defaults to true.

  • correctClockSkew (Boolean)

    whether to apply a clock skew correction and retry requests that fail because of an skewed client clock. Defaults to false.

  • s3ForcePathStyle (Boolean)

    whether to force path style URLs for S3 objects.

  • s3BucketEndpoint (Boolean)

    whether the provided endpoint addresses an individual bucket (false if it addresses the root API endpoint). Note that setting this configuration option requires an endpoint to be provided explicitly to the service constructor.

  • s3DisableBodySigning (Boolean)

    whether S3 body signing should be disabled when using signature version v4. Body signing can only be disabled when using https. Defaults to true.

  • retryDelayOptions (map)

    A set of options to configure the retry delay on retryable errors. Currently supported options are:

    • base [Integer] — The base number of milliseconds to use in the exponential backoff for operation retries. Defaults to 100 ms for all services except DynamoDB, where it defaults to 50ms.
    • customBackoff [function] — A custom function that accepts a retry count and returns the amount of time to delay in milliseconds. The base option will be ignored if this option is supplied.
  • httpOptions (map)

    A set of options to pass to the low-level HTTP request. Currently supported options are:

    • proxy [String] — the URL to proxy requests through
    • agent [http.Agent, https.Agent] — the Agent object to perform HTTP requests with. Used for connection pooling. Defaults to the global agent (http.globalAgent) for non-SSL connections. Note that for SSL connections, a special Agent object is used in order to enable peer certificate verification. This feature is only available in the Node.js environment.
    • connectTimeout [Integer] — Sets the socket to timeout after failing to establish a connection with the server after connectTimeout milliseconds. This timeout has no effect once a socket connection has been established.
    • timeout [Integer] — Sets the socket to timeout after timeout milliseconds of inactivity on the socket. Defaults to two minutes (120000).
    • xhrAsync [Boolean] — Whether the SDK will send asynchronous HTTP requests. Used in the browser environment only. Set to false to send requests synchronously. Defaults to true (async on).
    • xhrWithCredentials [Boolean] — Sets the "withCredentials" property of an XMLHttpRequest object. Used in the browser environment only. Defaults to false.
  • apiVersion (String, Date)

    a String in YYYY-MM-DD format (or a date) that represents the latest possible API version that can be used in all services (unless overridden by apiVersions). Specify 'latest' to use the latest possible version.

  • apiVersions (map<String, String|Date>)

    a map of service identifiers (the lowercase service class name) with the API version to use when instantiating a service. Specify 'latest' for each individual that can use the latest available version.

  • logger (#write, #log)

    an object that responds to .write() (like a stream) or .log() (like the console object) in order to log information about requests

  • systemClockOffset (Number)

    an offset value in milliseconds to apply to all signing times. Use this to compensate for clock skew when your system may be out of sync with the service time. Note that this configuration option can only be applied to the global AWS.config object and cannot be overridden in service-specific configuration. Defaults to 0 milliseconds.

  • signatureVersion (String)

    the signature version to sign requests with (overriding the API configuration). Possible values are: 'v2', 'v3', 'v4'.

  • signatureCache (Boolean)

    whether the signature to sign requests with (overriding the API configuration) is cached. Only applies to the signature version 'v4'. Defaults to true.

  • dynamoDbCrc32 (Boolean)

    whether to validate the CRC32 checksum of HTTP response bodies returned by DynamoDB. Default: true.

  • useAccelerateEndpoint (Boolean)

    Whether to use the S3 Transfer Acceleration endpoint with the S3 service. Default: false.

  • clientSideMonitoring (Boolean)

    whether to collect and publish this client's performance metrics of all its API requests.

  • endpointDiscoveryEnabled (Boolean)

    whether to enable endpoint discovery for operations that allow optionally using an endpoint returned by the service. Defaults to 'false'

  • endpointCacheSize (Number)

    the size of the global cache storing endpoints from endpoint discovery operations. Once endpoint cache is created, updating this setting cannot change existing cache size. Defaults to 1000

  • hostPrefixEnabled (Boolean)

    whether to marshal request parameters to the prefix of hostname. Defaults to true.

Property Details

endpointAWS.Endpoint (readwrite)

Returns an Endpoint object representing the endpoint URL for service requests.

Returns:

  • (AWS.Endpoint)

    an Endpoint object representing the endpoint URL for service requests.

Method Details

acceptMatch(params = {}, callback) ⇒ AWS.Request

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Service Reference:

Examples:

Calling the acceptMatch operation

var params = {
  AcceptanceType: ACCEPT | REJECT, /* required */
  PlayerIds: [ /* required */
    'STRING_VALUE',
    /* more items */
  ],
  TicketId: 'STRING_VALUE' /* required */
};
gamelift.acceptMatch(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • TicketId — (String)

      Unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

    • PlayerIds — (Array<String>)

      Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

    • AcceptanceType — (String)

      Player response to the proposed match.

      Possible values include:
      • "ACCEPT"
      • "REJECT"

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createAlias(params = {}, callback) ⇒ AWS.Request

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.

Service Reference:

Examples:

Calling the createAlias operation

var params = {
  Name: 'STRING_VALUE', /* required */
  RoutingStrategy: { /* required */
    FleetId: 'STRING_VALUE',
    Message: 'STRING_VALUE',
    Type: SIMPLE | TERMINAL
  },
  Description: 'STRING_VALUE'
};
gamelift.createAlias(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with an alias. Alias names do not need to be unique.

    • Description — (String)

      Human-readable description of an alias.

    • RoutingStrategy — (map)

      Object that specifies the fleet and routing type to use for the alias.

      • Type — (String)

        Type of routing strategy.

        Possible routing types include the following:

        • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

        • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

        Possible values include:
        • "SIMPLE"
        • "TERMINAL"
      • FleetId — (String)

        Unique identifier for a fleet that the alias points to.

      • Message — (String)

        Message text to be used with a terminal routing strategy.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Alias — (map)

        Object that describes the newly created alias record.

        • AliasId — (String)

          Unique identifier for an alias; alias IDs are unique within a region.

        • Name — (String)

          Descriptive label that is associated with an alias. Alias names do not need to be unique.

        • AliasArn — (String)

          Unique identifier for an alias; alias ARNs are unique across all regions.

        • Description — (String)

          Human-readable description of an alias.

        • RoutingStrategy — (map)

          Alias configuration for the alias, including routing type and settings.

          • Type — (String)

            Type of routing strategy.

            Possible routing types include the following:

            • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

            • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

            Possible values include:
            • "SIMPLE"
            • "TERMINAL"
          • FleetId — (String)

            Unique identifier for a fleet that the alias points to.

          • Message — (String)

            Message text to be used with a terminal routing strategy.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • LastUpdatedTime — (Date)

          Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createBuild(params = {}, callback) ⇒ AWS.Request

Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location.

Game server binaries must be combined into a .zip file for use with Amazon GameLift.

To create new builds quickly and easily, use the AWS CLI command upload-build . This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions.

The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios:

  • Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give Amazon GameLift access to that Amazon S3 bucket. To create a new build record using files in your Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage location of your game build.

  • Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call CreateBuild with a build name and operating system. This action creates a new build record and returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects). You can upload files to a location only once.

If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related operations

Service Reference:

Examples:

Calling the createBuild operation

var params = {
  Name: 'STRING_VALUE',
  OperatingSystem: WINDOWS_2012 | AMAZON_LINUX,
  StorageLocation: {
    Bucket: 'STRING_VALUE',
    Key: 'STRING_VALUE',
    ObjectVersion: 'STRING_VALUE',
    RoleArn: 'STRING_VALUE'
  },
  Version: 'STRING_VALUE'
};
gamelift.createBuild(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.

    • Version — (String)

      Version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.

    • StorageLocation — (map)

      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, as well as a the ARN for a role that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket must be in the same region that you want to create a new build in.

      • Bucket — (String)

        Amazon S3 bucket identifier. This is the name of the S3 bucket.

      • Key — (String)

        Name of the zip file containing the build files or script files.

      • RoleArn — (String)

        Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

      • ObjectVersion — (String)

        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.

    • OperatingSystem — (String)

      Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.

      Possible values include:
      • "WINDOWS_2012"
      • "AMAZON_LINUX"

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Build — (map)

        The newly created build record, including a unique build ID and status.

        • BuildId — (String)

          Unique identifier for a build.

        • Name — (String)

          Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

        • Status — (String)

          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.

          Possible values include:
          • "INITIALIZED"
          • "READY"
          • "FAILED"
        • SizeOnDisk — (Integer)

          File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

        • OperatingSystem — (String)

          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.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

      • UploadCredentials — (map)

        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.

        • AccessKeyId — (String)

          Temporary key allowing access to the Amazon GameLift S3 account.

        • SecretAccessKey — (String)

          Temporary secret key allowing access to the Amazon GameLift S3 account.

        • SessionToken — (String)

          Token used to associate a specific build ID with the files uploaded using these credentials.

      • StorageLocation — (map)

        Amazon S3 location for your game build file, including bucket name and key.

        • Bucket — (String)

          Amazon S3 bucket identifier. This is the name of the S3 bucket.

        • Key — (String)

          Name of the zip file containing the build files or script files.

        • RoleArn — (String)

          Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

        • ObjectVersion — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createFleet(params = {}, callback) ⇒ AWS.Request

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.

To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a run-time configuration, which determines how game servers will run on each instance in the fleet.

Note: When creating a Realtime Servers fleet, we recommend using a minimal version of the Realtime script (see this working code example ). This will make it much easier to troubleshoot any fleet creation issues. Once the fleet is active, you can update your Realtime script as needed.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:

  • Creates a fleet record. Status: NEW.

  • Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.

    Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance.

  • Downloads the game build or Realtime script to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING.

  • Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds. Status: ACTIVATING.

  • Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session.

Learn more

Working with Fleets

Debug Fleet Creation Issues

Related operations

Service Reference:

Examples:

Calling the createFleet operation

var params = {
  EC2InstanceType: t2.micro | t2.small | t2.medium | t2.large | c3.large | c3.xlarge | c3.2xlarge | c3.4xlarge | c3.8xlarge | c4.large | c4.xlarge | c4.2xlarge | c4.4xlarge | c4.8xlarge | r3.large | r3.xlarge | r3.2xlarge | r3.4xlarge | r3.8xlarge | r4.large | r4.xlarge | r4.2xlarge | r4.4xlarge | r4.8xlarge | r4.16xlarge | m3.medium | m3.large | m3.xlarge | m3.2xlarge | m4.large | m4.xlarge | m4.2xlarge | m4.4xlarge | m4.10xlarge, /* required */
  Name: 'STRING_VALUE', /* required */
  BuildId: 'STRING_VALUE',
  Description: 'STRING_VALUE',
  EC2InboundPermissions: [
    {
      FromPort: 'NUMBER_VALUE', /* required */
      IpRange: 'STRING_VALUE', /* required */
      Protocol: TCP | UDP, /* required */
      ToPort: 'NUMBER_VALUE' /* required */
    },
    /* more items */
  ],
  FleetType: ON_DEMAND | SPOT,
  InstanceRoleArn: 'STRING_VALUE',
  LogPaths: [
    'STRING_VALUE',
    /* more items */
  ],
  MetricGroups: [
    'STRING_VALUE',
    /* more items */
  ],
  NewGameSessionProtectionPolicy: NoProtection | FullProtection,
  PeerVpcAwsAccountId: 'STRING_VALUE',
  PeerVpcId: 'STRING_VALUE',
  ResourceCreationLimitPolicy: {
    NewGameSessionsPerCreator: 'NUMBER_VALUE',
    PolicyPeriodInMinutes: 'NUMBER_VALUE'
  },
  RuntimeConfiguration: {
    GameSessionActivationTimeoutSeconds: 'NUMBER_VALUE',
    MaxConcurrentGameSessionActivations: 'NUMBER_VALUE',
    ServerProcesses: [
      {
        ConcurrentExecutions: 'NUMBER_VALUE', /* required */
        LaunchPath: 'STRING_VALUE', /* required */
        Parameters: 'STRING_VALUE'
      },
      /* more items */
    ]
  },
  ScriptId: 'STRING_VALUE',
  ServerLaunchParameters: 'STRING_VALUE',
  ServerLaunchPath: 'STRING_VALUE'
};
gamelift.createFleet(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with a fleet. Fleet names do not need to be unique.

    • Description — (String)

      Human-readable description of a fleet.

    • BuildId — (String)

      Unique identifier for a build to be deployed on the new fleet. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

    • ScriptId — (String)

      Unique identifier for a Realtime script to be deployed on the new fleet. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

    • ServerLaunchPath — (String)

      This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)

    • ServerLaunchParameters — (String)

      This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a run-time configuration will continue to work.)

    • LogPaths — (Array<String>)

      This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

    • EC2InstanceType — (String)

      Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

      Possible values include:
      • "t2.micro"
      • "t2.small"
      • "t2.medium"
      • "t2.large"
      • "c3.large"
      • "c3.xlarge"
      • "c3.2xlarge"
      • "c3.4xlarge"
      • "c3.8xlarge"
      • "c4.large"
      • "c4.xlarge"
      • "c4.2xlarge"
      • "c4.4xlarge"
      • "c4.8xlarge"
      • "r3.large"
      • "r3.xlarge"
      • "r3.2xlarge"
      • "r3.4xlarge"
      • "r3.8xlarge"
      • "r4.large"
      • "r4.xlarge"
      • "r4.2xlarge"
      • "r4.4xlarge"
      • "r4.8xlarge"
      • "r4.16xlarge"
      • "m3.medium"
      • "m3.large"
      • "m3.xlarge"
      • "m3.2xlarge"
      • "m4.large"
      • "m4.xlarge"
      • "m4.2xlarge"
      • "m4.4xlarge"
      • "m4.10xlarge"
    • EC2InboundPermissions — (Array<map>)

      Range of IP addresses and port settings that permit inbound traffic to access game sessions that running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

      • FromPortrequired — (Integer)

        Starting value for a range of allowed port numbers.

      • ToPortrequired — (Integer)

        Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

      • IpRangerequired — (String)

        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]".

      • Protocolrequired — (String)

        Network communication protocol used by the fleet.

        Possible values include:
        • "TCP"
        • "UDP"
    • NewGameSessionProtectionPolicy — (String)

      Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

      • NoProtection -- The game session can be terminated during a scale-down event.

      • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Possible values include:
      • "NoProtection"
      • "FullProtection"
    • RuntimeConfiguration — (map)

      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 run-time configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a run-time configuration with at least one server process configuration.

      • ServerProcesses — (Array<map>)

        Collection of server process configurations that describe which server processes to run on each instance in a fleet.

        • LaunchPathrequired — (String)

          Location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

          • Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

          • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

        • Parameters — (String)

          Optional list of parameters to pass to the server executable or Realtime script on launch.

        • ConcurrentExecutionsrequired — (Integer)

          Number of server processes using this configuration to run concurrently on an instance.

      • MaxConcurrentGameSessionActivations — (Integer)

        Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

      • GameSessionActivationTimeoutSeconds — (Integer)

        Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

    • ResourceCreationLimitPolicy — (map)

      Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

      • NewGameSessionsPerCreator — (Integer)

        Maximum number of game sessions that an individual can create during the policy period.

      • PolicyPeriodInMinutes — (Integer)

        Time span used in evaluating the resource creation limit policy.

    • MetricGroups — (Array<String>)

      Name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

    • PeerVpcAwsAccountId — (String)

      Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

    • PeerVpcId — (String)

      Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

    • FleetType — (String)

      Indicates whether to use on-demand instances or spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

      Possible values include:
      • "ON_DEMAND"
      • "SPOT"
    • InstanceRoleArn — (String)

      Unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetAttributes — (map)

        Properties for the newly created fleet.

        • FleetId — (String)

          Unique identifier for a fleet.

        • FleetArn — (String)

          Identifier for a fleet that is unique across all regions.

        • FleetType — (String)

          Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.

          Possible values include:
          • "ON_DEMAND"
          • "SPOT"
        • InstanceType — (String)

          EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

          Possible values include:
          • "t2.micro"
          • "t2.small"
          • "t2.medium"
          • "t2.large"
          • "c3.large"
          • "c3.xlarge"
          • "c3.2xlarge"
          • "c3.4xlarge"
          • "c3.8xlarge"
          • "c4.large"
          • "c4.xlarge"
          • "c4.2xlarge"
          • "c4.4xlarge"
          • "c4.8xlarge"
          • "r3.large"
          • "r3.xlarge"
          • "r3.2xlarge"
          • "r3.4xlarge"
          • "r3.8xlarge"
          • "r4.large"
          • "r4.xlarge"
          • "r4.2xlarge"
          • "r4.4xlarge"
          • "r4.8xlarge"
          • "r4.16xlarge"
          • "m3.medium"
          • "m3.large"
          • "m3.xlarge"
          • "m3.2xlarge"
          • "m4.large"
          • "m4.xlarge"
          • "m4.2xlarge"
          • "m4.4xlarge"
          • "m4.10xlarge"
        • Description — (String)

          Human-readable description of the fleet.

        • Name — (String)

          Descriptive label that is associated with a fleet. Fleet names do not need to be unique.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Status — (String)

          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.

          Possible values include:
          • "NEW"
          • "DOWNLOADING"
          • "VALIDATING"
          • "BUILDING"
          • "ACTIVATING"
          • "ACTIVE"
          • "DELETING"
          • "ERROR"
          • "TERMINATED"
        • BuildId — (String)

          Unique identifier for a build.

        • ScriptId — (String)

          Unique identifier for a Realtime script.

        • ServerLaunchPath — (String)

          Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.

        • ServerLaunchParameters — (String)

          Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.

        • LogPaths — (Array<String>)

          Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\game\logs (for Windows) or /local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.

        • NewGameSessionProtectionPolicy — (String)

          Type of game session protection to set for all new instances started in the fleet.

          • NoProtection -- The game session can be terminated during a scale-down event.

          • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

          Possible values include:
          • "NoProtection"
          • "FullProtection"
        • OperatingSystem — (String)

          Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • ResourceCreationLimitPolicy — (map)

          Fleet policy to limit the number of game sessions an individual player can create over a span of time.

          • NewGameSessionsPerCreator — (Integer)

            Maximum number of game sessions that an individual can create during the policy period.

          • PolicyPeriodInMinutes — (Integer)

            Time span used in evaluating the resource creation limit policy.

        • MetricGroups — (Array<String>)

          Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.

        • StoppedActions — (Array<String>)

          List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling.

        • InstanceRoleArn — (String)

          Unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createGameSession(params = {}, callback) ⇒ AWS.Request

Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Service Reference:

Examples:

Calling the createGameSession operation

var params = {
  MaximumPlayerSessionCount: 'NUMBER_VALUE', /* required */
  AliasId: 'STRING_VALUE',
  CreatorId: 'STRING_VALUE',
  FleetId: 'STRING_VALUE',
  GameProperties: [
    {
      Key: 'STRING_VALUE', /* required */
      Value: 'STRING_VALUE' /* required */
    },
    /* more items */
  ],
  GameSessionData: 'STRING_VALUE',
  GameSessionId: 'STRING_VALUE',
  IdempotencyToken: 'STRING_VALUE',
  Name: 'STRING_VALUE'
};
gamelift.createGameSession(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.

    • AliasId — (String)

      Unique identifier for an alias associated with the fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.

    • MaximumPlayerSessionCount — (Integer)

      Maximum number of players that can be connected simultaneously to the game session.

    • Name — (String)

      Descriptive label that is associated with a game session. Session names do not need to be unique.

    • GameProperties — (Array<map>)

      Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

      • Keyrequired — (String)

        Game property identifier.

      • Valuerequired — (String)

        Game property value.

    • CreatorId — (String)

      Unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.

    • GameSessionId — (String)

      This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.)

    • IdempotencyToken — (String)

      Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

    • GameSessionData — (String)

      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).

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSession — (map)

        Object that describes the newly created game session record.

        • GameSessionId — (String)

          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>.

        • Name — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • FleetId — (String)

          Unique identifier for a fleet that the game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • CurrentPlayerSessionCount — (Integer)

          Number of players currently in the game session.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • Status — (String)

          Current status of the game session. A game session must have an ACTIVE status to have player sessions.

          Possible values include:
          • "ACTIVE"
          • "ACTIVATING"
          • "TERMINATED"
          • "TERMINATING"
          • "ERROR"
        • StatusReason — (String)

          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.

          Possible values include:
          • "INTERRUPTED"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • PlayerSessionCreationPolicy — (String)

          Indicates whether or not the game session is accepting new players.

          Possible values include:
          • "ACCEPT_ALL"
          • "DENY_ALL"
        • CreatorId — (String)

          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.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createGameSessionQueue(params = {}, callback) ⇒ AWS.Request

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Service Reference:

Examples:

Calling the createGameSessionQueue operation

var params = {
  Name: 'STRING_VALUE', /* required */
  Destinations: [
    {
      DestinationArn: 'STRING_VALUE'
    },
    /* more items */
  ],
  PlayerLatencyPolicies: [
    {
      MaximumIndividualPlayerLatencyMilliseconds: 'NUMBER_VALUE',
      PolicyDurationSeconds: 'NUMBER_VALUE'
    },
    /* more items */
  ],
  TimeoutInSeconds: 'NUMBER_VALUE'
};
gamelift.createGameSessionQueue(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with game session queue. Queue names must be unique within each region.

    • TimeoutInSeconds — (Integer)

      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.

    • PlayerLatencyPolicies — (Array<map>)

      Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.

      • MaximumIndividualPlayerLatencyMilliseconds — (Integer)

        The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

      • PolicyDurationSeconds — (Integer)

        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.

    • Destinations — (Array<map>)

      List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

      • DestinationArn — (String)

        Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionQueue — (map)

        Object that describes the newly created game session queue.

        • Name — (String)

          Descriptive label that is associated with game session queue. Queue names must be unique within each region.

        • GameSessionQueueArn — (String)

          Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

        • TimeoutInSeconds — (Integer)

          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.

        • PlayerLatencyPolicies — (Array<map>)

          Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

          • MaximumIndividualPlayerLatencyMilliseconds — (Integer)

            The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

          • PolicyDurationSeconds — (Integer)

            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.

        • Destinations — (Array<map>)

          List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

          • DestinationArn — (String)

            Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createMatchmakingConfiguration(params = {}, callback) ⇒ AWS.Request

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.

Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.

Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.

Service Reference:

Examples:

Calling the createMatchmakingConfiguration operation

var params = {
  AcceptanceRequired: true || false, /* required */
  GameSessionQueueArns: [ /* required */
    'STRING_VALUE',
    /* more items */
  ],
  Name: 'STRING_VALUE', /* required */
  RequestTimeoutSeconds: 'NUMBER_VALUE', /* required */
  RuleSetName: 'STRING_VALUE', /* required */
  AcceptanceTimeoutSeconds: 'NUMBER_VALUE',
  AdditionalPlayerCount: 'NUMBER_VALUE',
  CustomEventData: 'STRING_VALUE',
  Description: 'STRING_VALUE',
  GameProperties: [
    {
      Key: 'STRING_VALUE', /* required */
      Value: 'STRING_VALUE' /* required */
    },
    /* more items */
  ],
  GameSessionData: 'STRING_VALUE',
  NotificationTarget: 'STRING_VALUE'
};
gamelift.createMatchmakingConfiguration(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

    • Description — (String)

      Meaningful description of the matchmaking configuration.

    • GameSessionQueueArns — (Array<String>)

      Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

    • RequestTimeoutSeconds — (Integer)

      Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

    • AcceptanceTimeoutSeconds — (Integer)

      Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

    • AcceptanceRequired — (Boolean)

      Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

    • RuleSetName — (String)

      Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

    • NotificationTarget — (String)

      SNS topic ARN that is set up to receive matchmaking notifications.

    • AdditionalPlayerCount — (Integer)

      Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

    • CustomEventData — (String)

      Information to attached to all events related to the matchmaking configuration.

    • GameProperties — (Array<map>)

      Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

      • Keyrequired — (String)

        Game property identifier.

      • Valuerequired — (String)

        Game property value.

    • GameSessionData — (String)

      Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Configuration — (map)

        Object that describes the newly created matchmaking configuration.

        • Name — (String)

          Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

        • Description — (String)

          Descriptive label that is associated with matchmaking configuration.

        • GameSessionQueueArns — (Array<String>)

          Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

        • RequestTimeoutSeconds — (Integer)

          Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

        • AcceptanceTimeoutSeconds — (Integer)

          Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

        • AcceptanceRequired — (Boolean)

          Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

        • RuleSetName — (String)

          Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

        • NotificationTarget — (String)

          SNS topic ARN that is set up to receive matchmaking notifications.

        • AdditionalPlayerCount — (Integer)

          Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

        • CustomEventData — (String)

          Information to attached to all events related to the matchmaking configuration.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • GameSessionData — (String)

          Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createMatchmakingRuleSet(params = {}, callback) ⇒ AWS.Request

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same region as the matchmaking configuration they will be used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

Related operations

Service Reference:

Examples:

Calling the createMatchmakingRuleSet operation

var params = {
  Name: 'STRING_VALUE', /* required */
  RuleSetBody: 'STRING_VALUE' /* required */
};
gamelift.createMatchmakingRuleSet(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Unique identifier for a matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. (Note: The rule set name is different from the optional "name" field in the rule set body.)

    • RuleSetBody — (String)

      Collection of matchmaking rules, formatted as a JSON string. Note that comments are not allowed in JSON, but most elements support a description field.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • RuleSet — (map)

        Object that describes the newly created matchmaking rule set.

        • RuleSetName — (String)

          Unique identifier for a matchmaking rule set

        • RuleSetBodyrequired — (String)

          Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createPlayerSession(params = {}, callback) ⇒ AWS.Request

Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Service Reference:

Examples:

Calling the createPlayerSession operation

var params = {
  GameSessionId: 'STRING_VALUE', /* required */
  PlayerId: 'STRING_VALUE', /* required */
  PlayerData: 'STRING_VALUE'
};
gamelift.createPlayerSession(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameSessionId — (String)

      Unique identifier for the game session to add a player to.

    • PlayerId — (String)

      Unique identifier for a player. Player IDs are developer-defined.

    • PlayerData — (String)

      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.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • PlayerSession — (map)

        Object that describes the newly created player session record.

        • PlayerSessionId — (String)

          Unique identifier for a player session.

        • PlayerId — (String)

          Unique identifier for a player that is associated with this player session.

        • GameSessionId — (String)

          Unique identifier for the game session that the player session is connected to.

        • FleetId — (String)

          Unique identifier for a fleet that the player's game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Status — (String)

          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).

          Possible values include:
          • "RESERVED"
          • "ACTIVE"
          • "COMPLETED"
          • "TIMEDOUT"
        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

        • PlayerData — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createPlayerSessions(params = {}, callback) ⇒ AWS.Request

Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Service Reference:

Examples:

Calling the createPlayerSessions operation

var params = {
  GameSessionId: 'STRING_VALUE', /* required */
  PlayerIds: [ /* required */
    'STRING_VALUE',
    /* more items */
  ],
  PlayerDataMap: {
    '<NonZeroAndMaxString>': 'STRING_VALUE',
    /* '<NonZeroAndMaxString>': ... */
  }
};
gamelift.createPlayerSessions(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameSessionId — (String)

      Unique identifier for the game session to add players to.

    • PlayerIds — (Array<String>)

      List of unique identifiers for the players to be added.

    • PlayerDataMap — (map<String>)

      Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data strings for player IDs not included in the PlayerIds parameter are ignored.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • PlayerSessions — (Array<map>)

        Collection of player session objects created for the added players.

        • PlayerSessionId — (String)

          Unique identifier for a player session.

        • PlayerId — (String)

          Unique identifier for a player that is associated with this player session.

        • GameSessionId — (String)

          Unique identifier for the game session that the player session is connected to.

        • FleetId — (String)

          Unique identifier for a fleet that the player's game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Status — (String)

          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).

          Possible values include:
          • "RESERVED"
          • "ACTIVE"
          • "COMPLETED"
          • "TIMEDOUT"
        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

        • PlayerData — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createScript(params = {}, callback) ⇒ AWS.Request

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

  • A locally available directory. Use the ZipFile parameter for this option.

  • An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related operations

Service Reference:

Examples:

Calling the createScript operation

var params = {
  Name: 'STRING_VALUE',
  StorageLocation: {
    Bucket: 'STRING_VALUE',
    Key: 'STRING_VALUE',
    ObjectVersion: 'STRING_VALUE',
    RoleArn: 'STRING_VALUE'
  },
  Version: 'STRING_VALUE',
  ZipFile: new Buffer('...') || 'STRING_VALUE' /* Strings will be Base-64 encoded on your behalf */
};
gamelift.createScript(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

    • Version — (String)

      Version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

    • StorageLocation — (map)

      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.

      • Bucket — (String)

        Amazon S3 bucket identifier. This is the name of the S3 bucket.

      • Key — (String)

        Name of the zip file containing the build files or script files.

      • RoleArn — (String)

        Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

      • ObjectVersion — (String)

        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.

    • ZipFile — (Buffer, Typed Array, Blob, String)

      Data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

      When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Script — (map)

        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.

        • ScriptId — (String)

          Unique identifier for a Realtime script

        • Name — (String)

          Descriptive label that is associated with a script. Script names do not need to be unique.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique.

        • SizeOnDisk — (Integer)

          File size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • StorageLocation — (map)

          Location in Amazon Simple Storage Service (Amazon S3) where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

          • Bucket — (String)

            Amazon S3 bucket identifier. This is the name of the S3 bucket.

          • Key — (String)

            Name of the zip file containing the build files or script files.

          • RoleArn — (String)

            Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

          • ObjectVersion — (String)

            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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createVpcPeeringAuthorization(params = {}, callback) ⇒ AWS.Request

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

Service Reference:

Examples:

Calling the createVpcPeeringAuthorization operation

var params = {
  GameLiftAwsAccountId: 'STRING_VALUE', /* required */
  PeerVpcId: 'STRING_VALUE' /* required */
};
gamelift.createVpcPeeringAuthorization(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameLiftAwsAccountId — (String)

      Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

    • PeerVpcId — (String)

      Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • VpcPeeringAuthorization — (map)

        Details on the requested VPC peering authorization, including expiration.

        • GameLiftAwsAccountId — (String)

          Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

        • PeerVpcAwsAccountId — (String)

        • PeerVpcId — (String)

          Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

        • CreationTime — (Date)

          Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • ExpirationTime — (Date)

          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").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

createVpcPeeringConnection(params = {}, callback) ⇒ AWS.Request

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets.

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

Service Reference:

Examples:

Calling the createVpcPeeringConnection operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  PeerVpcAwsAccountId: 'STRING_VALUE', /* required */
  PeerVpcId: 'STRING_VALUE' /* required */
};
gamelift.createVpcPeeringConnection(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet. This tells Amazon GameLift which GameLift VPC to peer with.

    • PeerVpcAwsAccountId — (String)

      Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

    • PeerVpcId — (String)

      Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteAlias(params = {}, callback) ⇒ AWS.Request

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

Service Reference:

Examples:

Calling the deleteAlias operation

var params = {
  AliasId: 'STRING_VALUE' /* required */
};
gamelift.deleteAlias(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • AliasId — (String)

      Unique identifier for a fleet alias. Specify the alias you want to delete.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteBuild(params = {}, callback) ⇒ AWS.Request

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

Learn more

Working with Builds

Related operations

Service Reference:

Examples:

Calling the deleteBuild operation

var params = {
  BuildId: 'STRING_VALUE' /* required */
};
gamelift.deleteBuild(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • BuildId — (String)

      Unique identifier for a build to delete.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteFleet(params = {}, callback) ⇒ AWS.Request

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the deleteFleet operation

var params = {
  FleetId: 'STRING_VALUE' /* required */
};
gamelift.deleteFleet(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to be deleted.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteGameSessionQueue(params = {}, callback) ⇒ AWS.Request

Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.

Service Reference:

Examples:

Calling the deleteGameSessionQueue operation

var params = {
  Name: 'STRING_VALUE' /* required */
};
gamelift.deleteGameSessionQueue(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with game session queue. Queue names must be unique within each region.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteMatchmakingConfiguration(params = {}, callback) ⇒ AWS.Request

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Service Reference:

Examples:

Calling the deleteMatchmakingConfiguration operation

var params = {
  Name: 'STRING_VALUE' /* required */
};
gamelift.deleteMatchmakingConfiguration(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Unique identifier for a matchmaking configuration

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteMatchmakingRuleSet(params = {}, callback) ⇒ AWS.Request

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

Related operations

Service Reference:

Examples:

Calling the deleteMatchmakingRuleSet operation

var params = {
  Name: 'STRING_VALUE' /* required */
};
gamelift.deleteMatchmakingRuleSet(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Unique identifier for a matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.)

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteScalingPolicy(params = {}, callback) ⇒ AWS.Request

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

Service Reference:

Examples:

Calling the deleteScalingPolicy operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  Name: 'STRING_VALUE' /* required */
};
gamelift.deleteScalingPolicy(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

    • FleetId — (String)

      Unique identifier for a fleet to be deleted.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteScript(params = {}, callback) ⇒ AWS.Request

Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers

Related operations

Service Reference:

Examples:

Calling the deleteScript operation

var params = {
  ScriptId: 'STRING_VALUE' /* required */
};
gamelift.deleteScript(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • ScriptId — (String)

      Unique identifier for a Realtime script to delete.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteVpcPeeringAuthorization(params = {}, callback) ⇒ AWS.Request

Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection.

Service Reference:

Examples:

Calling the deleteVpcPeeringAuthorization operation

var params = {
  GameLiftAwsAccountId: 'STRING_VALUE', /* required */
  PeerVpcId: 'STRING_VALUE' /* required */
};
gamelift.deleteVpcPeeringAuthorization(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameLiftAwsAccountId — (String)

      Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

    • PeerVpcId — (String)

      Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

deleteVpcPeeringConnection(params = {}, callback) ⇒ AWS.Request

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

Service Reference:

Examples:

Calling the deleteVpcPeeringConnection operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  VpcPeeringConnectionId: 'STRING_VALUE' /* required */
};
gamelift.deleteVpcPeeringConnection(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet. This value must match the fleet ID referenced in the VPC peering connection record.

    • VpcPeeringConnectionId — (String)

      Unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeAlias(params = {}, callback) ⇒ AWS.Request

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

Service Reference:

Examples:

Calling the describeAlias operation

var params = {
  AliasId: 'STRING_VALUE' /* required */
};
gamelift.describeAlias(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • AliasId — (String)

      Unique identifier for a fleet alias. Specify the alias you want to retrieve.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Alias — (map)

        Object that contains the requested alias.

        • AliasId — (String)

          Unique identifier for an alias; alias IDs are unique within a region.

        • Name — (String)

          Descriptive label that is associated with an alias. Alias names do not need to be unique.

        • AliasArn — (String)

          Unique identifier for an alias; alias ARNs are unique across all regions.

        • Description — (String)

          Human-readable description of an alias.

        • RoutingStrategy — (map)

          Alias configuration for the alias, including routing type and settings.

          • Type — (String)

            Type of routing strategy.

            Possible routing types include the following:

            • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

            • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

            Possible values include:
            • "SIMPLE"
            • "TERMINAL"
          • FleetId — (String)

            Unique identifier for a fleet that the alias points to.

          • Message — (String)

            Message text to be used with a terminal routing strategy.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • LastUpdatedTime — (Date)

          Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeBuild(params = {}, callback) ⇒ AWS.Request

Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Working with Builds

Related operations

Service Reference:

Examples:

Calling the describeBuild operation

var params = {
  BuildId: 'STRING_VALUE' /* required */
};
gamelift.describeBuild(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • BuildId — (String)

      Unique identifier for a build to retrieve properties for.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Build — (map)

        Set of properties describing the requested build.

        • BuildId — (String)

          Unique identifier for a build.

        • Name — (String)

          Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

        • Status — (String)

          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.

          Possible values include:
          • "INITIALIZED"
          • "READY"
          • "FAILED"
        • SizeOnDisk — (Integer)

          File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

        • OperatingSystem — (String)

          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.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeEC2InstanceLimits(params = {}, callback) ⇒ AWS.Request

Retrieves the following information for the specified EC2 instance type:

  • maximum number of instances allowed per AWS account (service limit)

  • current usage level for the AWS account

Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeEC2InstanceLimits operation

var params = {
  EC2InstanceType: t2.micro | t2.small | t2.medium | t2.large | c3.large | c3.xlarge | c3.2xlarge | c3.4xlarge | c3.8xlarge | c4.large | c4.xlarge | c4.2xlarge | c4.4xlarge | c4.8xlarge | r3.large | r3.xlarge | r3.2xlarge | r3.4xlarge | r3.8xlarge | r4.large | r4.xlarge | r4.2xlarge | r4.4xlarge | r4.8xlarge | r4.16xlarge | m3.medium | m3.large | m3.xlarge | m3.2xlarge | m4.large | m4.xlarge | m4.2xlarge | m4.4xlarge | m4.10xlarge
};
gamelift.describeEC2InstanceLimits(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • EC2InstanceType — (String)

      Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.

      Possible values include:
      • "t2.micro"
      • "t2.small"
      • "t2.medium"
      • "t2.large"
      • "c3.large"
      • "c3.xlarge"
      • "c3.2xlarge"
      • "c3.4xlarge"
      • "c3.8xlarge"
      • "c4.large"
      • "c4.xlarge"
      • "c4.2xlarge"
      • "c4.4xlarge"
      • "c4.8xlarge"
      • "r3.large"
      • "r3.xlarge"
      • "r3.2xlarge"
      • "r3.4xlarge"
      • "r3.8xlarge"
      • "r4.large"
      • "r4.xlarge"
      • "r4.2xlarge"
      • "r4.4xlarge"
      • "r4.8xlarge"
      • "r4.16xlarge"
      • "m3.medium"
      • "m3.large"
      • "m3.xlarge"
      • "m3.2xlarge"
      • "m4.large"
      • "m4.xlarge"
      • "m4.2xlarge"
      • "m4.4xlarge"
      • "m4.10xlarge"

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • EC2InstanceLimits — (Array<map>)

        Object that contains the maximum number of instances for the specified instance type.

        • EC2InstanceType — (String)

          Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

          Possible values include:
          • "t2.micro"
          • "t2.small"
          • "t2.medium"
          • "t2.large"
          • "c3.large"
          • "c3.xlarge"
          • "c3.2xlarge"
          • "c3.4xlarge"
          • "c3.8xlarge"
          • "c4.large"
          • "c4.xlarge"
          • "c4.2xlarge"
          • "c4.4xlarge"
          • "c4.8xlarge"
          • "r3.large"
          • "r3.xlarge"
          • "r3.2xlarge"
          • "r3.4xlarge"
          • "r3.8xlarge"
          • "r4.large"
          • "r4.xlarge"
          • "r4.2xlarge"
          • "r4.4xlarge"
          • "r4.8xlarge"
          • "r4.16xlarge"
          • "m3.medium"
          • "m3.large"
          • "m3.xlarge"
          • "m3.2xlarge"
          • "m4.large"
          • "m4.xlarge"
          • "m4.2xlarge"
          • "m4.4xlarge"
          • "m4.10xlarge"
        • CurrentInstances — (Integer)

          Number of instances of the specified type that are currently in use by this AWS account.

        • InstanceLimit — (Integer)

          Number of instances allowed.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeFleetAttributes(params = {}, callback) ⇒ AWS.Request

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Note: Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeFleetAttributes operation

var params = {
  FleetIds: [
    'STRING_VALUE',
    /* more items */
  ],
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE'
};
gamelift.describeFleetAttributes(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetIds — (Array<String>)

      Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.

    • Limit — (Integer)

      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.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetAttributes — (Array<map>)

        Collection of objects containing attribute metadata for each requested fleet ID.

        • FleetId — (String)

          Unique identifier for a fleet.

        • FleetArn — (String)

          Identifier for a fleet that is unique across all regions.

        • FleetType — (String)

          Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.

          Possible values include:
          • "ON_DEMAND"
          • "SPOT"
        • InstanceType — (String)

          EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

          Possible values include:
          • "t2.micro"
          • "t2.small"
          • "t2.medium"
          • "t2.large"
          • "c3.large"
          • "c3.xlarge"
          • "c3.2xlarge"
          • "c3.4xlarge"
          • "c3.8xlarge"
          • "c4.large"
          • "c4.xlarge"
          • "c4.2xlarge"
          • "c4.4xlarge"
          • "c4.8xlarge"
          • "r3.large"
          • "r3.xlarge"
          • "r3.2xlarge"
          • "r3.4xlarge"
          • "r3.8xlarge"
          • "r4.large"
          • "r4.xlarge"
          • "r4.2xlarge"
          • "r4.4xlarge"
          • "r4.8xlarge"
          • "r4.16xlarge"
          • "m3.medium"
          • "m3.large"
          • "m3.xlarge"
          • "m3.2xlarge"
          • "m4.large"
          • "m4.xlarge"
          • "m4.2xlarge"
          • "m4.4xlarge"
          • "m4.10xlarge"
        • Description — (String)

          Human-readable description of the fleet.

        • Name — (String)

          Descriptive label that is associated with a fleet. Fleet names do not need to be unique.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Status — (String)

          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.

          Possible values include:
          • "NEW"
          • "DOWNLOADING"
          • "VALIDATING"
          • "BUILDING"
          • "ACTIVATING"
          • "ACTIVE"
          • "DELETING"
          • "ERROR"
          • "TERMINATED"
        • BuildId — (String)

          Unique identifier for a build.

        • ScriptId — (String)

          Unique identifier for a Realtime script.

        • ServerLaunchPath — (String)

          Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.

        • ServerLaunchParameters — (String)

          Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.

        • LogPaths — (Array<String>)

          Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\game\logs (for Windows) or /local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.

        • NewGameSessionProtectionPolicy — (String)

          Type of game session protection to set for all new instances started in the fleet.

          • NoProtection -- The game session can be terminated during a scale-down event.

          • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

          Possible values include:
          • "NoProtection"
          • "FullProtection"
        • OperatingSystem — (String)

          Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • ResourceCreationLimitPolicy — (map)

          Fleet policy to limit the number of game sessions an individual player can create over a span of time.

          • NewGameSessionsPerCreator — (Integer)

            Maximum number of game sessions that an individual can create during the policy period.

          • PolicyPeriodInMinutes — (Integer)

            Time span used in evaluating the resource creation limit policy.

        • MetricGroups — (Array<String>)

          Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.

        • StoppedActions — (Array<String>)

          List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling.

        • InstanceRoleArn — (String)

          Unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, daemons (background processes). Create a role or look up a role's ARN using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeFleetCapacity(params = {}, callback) ⇒ AWS.Request

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.

Note: Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeFleetCapacity operation

var params = {
  FleetIds: [
    'STRING_VALUE',
    /* more items */
  ],
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE'
};
gamelift.describeFleetCapacity(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetIds — (Array<String>)

      Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.

    • Limit — (Integer)

      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.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetCapacity — (Array<map>)

        Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.

        • FleetId — (String)

          Unique identifier for a fleet.

        • InstanceType — (String)

          Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

          Possible values include:
          • "t2.micro"
          • "t2.small"
          • "t2.medium"
          • "t2.large"
          • "c3.large"
          • "c3.xlarge"
          • "c3.2xlarge"
          • "c3.4xlarge"
          • "c3.8xlarge"
          • "c4.large"
          • "c4.xlarge"
          • "c4.2xlarge"
          • "c4.4xlarge"
          • "c4.8xlarge"
          • "r3.large"
          • "r3.xlarge"
          • "r3.2xlarge"
          • "r3.4xlarge"
          • "r3.8xlarge"
          • "r4.large"
          • "r4.xlarge"
          • "r4.2xlarge"
          • "r4.4xlarge"
          • "r4.8xlarge"
          • "r4.16xlarge"
          • "m3.medium"
          • "m3.large"
          • "m3.xlarge"
          • "m3.2xlarge"
          • "m4.large"
          • "m4.xlarge"
          • "m4.2xlarge"
          • "m4.4xlarge"
          • "m4.10xlarge"
        • InstanceCounts — (map)

          Current status of fleet capacity.

          • DESIRED — (Integer)

            Ideal number of active instances in the fleet.

          • MINIMUM — (Integer)

            Minimum value allowed for the fleet's instance count.

          • MAXIMUM — (Integer)

            Maximum value allowed for the fleet's instance count.

          • PENDING — (Integer)

            Number of instances in the fleet that are starting but not yet active.

          • ACTIVE — (Integer)

            Actual number of active instances in the fleet.

          • IDLE — (Integer)

            Number of active instances in the fleet that are not currently hosting a game session.

          • TERMINATING — (Integer)

            Number of instances in the fleet that are no longer active but haven't yet been terminated.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeFleetEvents(params = {}, callback) ⇒ AWS.Request

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeFleetEvents operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  EndTime: new Date || 'Wed Dec 31 1969 16:00:00 GMT-0800 (PST)' || 123456789,
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  StartTime: new Date || 'Wed Dec 31 1969 16:00:00 GMT-0800 (PST)' || 123456789
};
gamelift.describeFleetEvents(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to get event logs for.

    • StartTime — (Date)

      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").

    • EndTime — (Date)

      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").

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Events — (Array<map>)

        Collection of objects containing event log entries for the specified fleet.

        • EventId — (String)

          Unique identifier for a fleet event.

        • ResourceId — (String)

          Unique identifier for an event resource, such as a fleet ID.

        • EventCode — (String)

          Type of event being logged. The following events are currently in use:

          Fleet creation events:

          • FLEET_CREATED -- A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.

          • FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.

          • FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.

          • FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.

          • FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.

          • FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.

          • FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.

          • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance.

          • FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.

          • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance.

          • FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING.

          • FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.

          • FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.

          VPC peering events:

          • FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account.

          • FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html

          • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.

          Spot instance events:

          • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.

          Other fleet events:

          • FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.

          • FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.

          • FLEET_DELETED -- A request to delete a fleet was initiated.

          • GENERIC_EVENT -- An unspecified event has occurred.

          Possible values include:
          • "GENERIC_EVENT"
          • "FLEET_CREATED"
          • "FLEET_DELETED"
          • "FLEET_SCALING_EVENT"
          • "FLEET_STATE_DOWNLOADING"
          • "FLEET_STATE_VALIDATING"
          • "FLEET_STATE_BUILDING"
          • "FLEET_STATE_ACTIVATING"
          • "FLEET_STATE_ACTIVE"
          • "FLEET_STATE_ERROR"
          • "FLEET_INITIALIZATION_FAILED"
          • "FLEET_BINARY_DOWNLOAD_FAILED"
          • "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
          • "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
          • "FLEET_VALIDATION_TIMED_OUT"
          • "FLEET_ACTIVATION_FAILED"
          • "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
          • "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
          • "SERVER_PROCESS_INVALID_PATH"
          • "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"
          • "SERVER_PROCESS_PROCESS_READY_TIMEOUT"
          • "SERVER_PROCESS_CRASHED"
          • "SERVER_PROCESS_TERMINATED_UNHEALTHY"
          • "SERVER_PROCESS_FORCE_TERMINATED"
          • "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"
          • "GAME_SESSION_ACTIVATION_TIMEOUT"
          • "FLEET_CREATION_EXTRACTING_BUILD"
          • "FLEET_CREATION_RUNNING_INSTALLER"
          • "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"
          • "FLEET_VPC_PEERING_SUCCEEDED"
          • "FLEET_VPC_PEERING_FAILED"
          • "FLEET_VPC_PEERING_DELETED"
          • "INSTANCE_INTERRUPTED"
        • Message — (String)

          Additional information related to the event.

        • EventTime — (Date)

          Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • PreSignedLogUrl — (String)

          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.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeFleetPortSettings(params = {}, callback) ⇒ AWS.Request

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeFleetPortSettings operation

var params = {
  FleetId: 'STRING_VALUE' /* required */
};
gamelift.describeFleetPortSettings(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to retrieve port settings for.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • InboundPermissions — (Array<map>)

        Object that contains port settings for the requested fleet ID.

        • FromPortrequired — (Integer)

          Starting value for a range of allowed port numbers.

        • ToPortrequired — (Integer)

          Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

        • IpRangerequired — (String)

          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]".

        • Protocolrequired — (String)

          Network communication protocol used by the fleet.

          Possible values include:
          • "TCP"
          • "UDP"

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeFleetUtilization(params = {}, callback) ⇒ AWS.Request

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.

Note: Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeFleetUtilization operation

var params = {
  FleetIds: [
    'STRING_VALUE',
    /* more items */
  ],
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE'
};
gamelift.describeFleetUtilization(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetIds — (Array<String>)

      Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.

    • Limit — (Integer)

      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.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetUtilization — (Array<map>)

        Collection of objects containing utilization information for each requested fleet ID.

        • FleetId — (String)

          Unique identifier for a fleet.

        • ActiveServerProcessCount — (Integer)

          Number of server processes in an ACTIVE status currently running across all instances in the fleet

        • ActiveGameSessionCount — (Integer)

          Number of active game sessions currently being hosted on all instances in the fleet.

        • CurrentPlayerSessionCount — (Integer)

          Number of active player sessions currently being hosted on all instances in the fleet.

        • MaximumPlayerSessionCount — (Integer)

          Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeGameSessionDetails(params = {}, callback) ⇒ AWS.Request

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

Service Reference:

Examples:

Calling the describeGameSessionDetails operation

var params = {
  AliasId: 'STRING_VALUE',
  FleetId: 'STRING_VALUE',
  GameSessionId: 'STRING_VALUE',
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  StatusFilter: 'STRING_VALUE'
};
gamelift.describeGameSessionDetails(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to retrieve all game sessions active on the fleet.

    • GameSessionId — (String)

      Unique identifier for the game session to retrieve.

    • AliasId — (String)

      Unique identifier for an alias associated with the fleet to retrieve all game sessions for.

    • StatusFilter — (String)

      Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionDetails — (Array<map>)

        Collection of objects containing game session properties and the protection policy currently in force for each session matching the request.

        • GameSession — (map)

          Object that describes a game session.

          • GameSessionId — (String)

            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>.

          • Name — (String)

            Descriptive label that is associated with a game session. Session names do not need to be unique.

          • FleetId — (String)

            Unique identifier for a fleet that the game session is running on.

          • CreationTime — (Date)

            Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

          • TerminationTime — (Date)

            Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

          • CurrentPlayerSessionCount — (Integer)

            Number of players currently in the game session.

          • MaximumPlayerSessionCount — (Integer)

            Maximum number of players that can be connected simultaneously to the game session.

          • Status — (String)

            Current status of the game session. A game session must have an ACTIVE status to have player sessions.

            Possible values include:
            • "ACTIVE"
            • "ACTIVATING"
            • "TERMINATED"
            • "TERMINATING"
            • "ERROR"
          • StatusReason — (String)

            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.

            Possible values include:
            • "INTERRUPTED"
          • GameProperties — (Array<map>)

            Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

            • Keyrequired — (String)

              Game property identifier.

            • Valuerequired — (String)

              Game property value.

          • IpAddress — (String)

            IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • Port — (Integer)

            Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • PlayerSessionCreationPolicy — (String)

            Indicates whether or not the game session is accepting new players.

            Possible values include:
            • "ACCEPT_ALL"
            • "DENY_ALL"
          • CreatorId — (String)

            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.

          • GameSessionData — (String)

            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).

          • MatchmakerData — (String)

            Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

        • ProtectionPolicy — (String)

          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.

          Possible values include:
          • "NoProtection"
          • "FullProtection"
      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeGameSessionPlacement(params = {}, callback) ⇒ AWS.Request

Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.

Service Reference:

Examples:

Calling the describeGameSessionPlacement operation

var params = {
  PlacementId: 'STRING_VALUE' /* required */
};
gamelift.describeGameSessionPlacement(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • PlacementId — (String)

      Unique identifier for a game session placement to retrieve.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionPlacement — (map)

        Object that describes the requested game session placement.

        • PlacementId — (String)

          Unique identifier for a game session placement.

        • GameSessionQueueName — (String)

          Descriptive label that is associated with game session queue. Queue names must be unique within each region.

        • Status — (String)

          Current status of the game session placement request.

          • PENDING -- The placement request is currently in the queue waiting to be processed.

          • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

          • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.

          • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

          Possible values include:
          • "PENDING"
          • "FULFILLED"
          • "CANCELLED"
          • "TIMED_OUT"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • GameSessionName — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • GameSessionId — (String)

          Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

        • GameSessionArn — (String)

          Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.

        • GameSessionRegion — (String)

          Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

        • PlayerLatencies — (Array<map>)

          Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

          • PlayerId — (String)

            Unique identifier for a player associated with the latency data.

          • RegionIdentifier — (String)

            Name of the region that is associated with the latency value.

          • LatencyInMilliseconds — (Float)

            Amount of time that represents the time lag experienced by the player when connected to the specified region.

        • StartTime — (Date)

          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").

        • EndTime — (Date)

          Time stamp indicating when this request was completed, canceled, or timed out.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

        • PlacedPlayerSessions — (Array<map>)

          Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

          • PlayerId — (String)

            Unique identifier for a player that is associated with this player session.

          • PlayerSessionId — (String)

            Unique identifier for a player session.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeGameSessionQueues(params = {}, callback) ⇒ AWS.Request

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.

Service Reference:

Examples:

Calling the describeGameSessionQueues operation

var params = {
  Limit: 'NUMBER_VALUE',
  Names: [
    'STRING_VALUE',
    /* more items */
  ],
  NextToken: 'STRING_VALUE'
};
gamelift.describeGameSessionQueues(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Names — (Array<String>)

      List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionQueues — (Array<map>)

        Collection of objects that describes the requested game session queues.

        • Name — (String)

          Descriptive label that is associated with game session queue. Queue names must be unique within each region.

        • GameSessionQueueArn — (String)

          Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

        • TimeoutInSeconds — (Integer)

          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.

        • PlayerLatencyPolicies — (Array<map>)

          Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

          • MaximumIndividualPlayerLatencyMilliseconds — (Integer)

            The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

          • PolicyDurationSeconds — (Integer)

            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.

        • Destinations — (Array<map>)

          List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

          • DestinationArn — (String)

            Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeGameSessions(params = {}, callback) ⇒ AWS.Request

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.

Available in Amazon GameLift Local.

Service Reference:

Examples:

Calling the describeGameSessions operation

var params = {
  AliasId: 'STRING_VALUE',
  FleetId: 'STRING_VALUE',
  GameSessionId: 'STRING_VALUE',
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  StatusFilter: 'STRING_VALUE'
};
gamelift.describeGameSessions(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to retrieve all game sessions for.

    • GameSessionId — (String)

      Unique identifier for the game session to retrieve. You can use either a GameSessionId or GameSessionArn value.

    • AliasId — (String)

      Unique identifier for an alias associated with the fleet to retrieve all game sessions for.

    • StatusFilter — (String)

      Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessions — (Array<map>)

        Collection of objects containing game session properties for each session matching the request.

        • GameSessionId — (String)

          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>.

        • Name — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • FleetId — (String)

          Unique identifier for a fleet that the game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • CurrentPlayerSessionCount — (Integer)

          Number of players currently in the game session.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • Status — (String)

          Current status of the game session. A game session must have an ACTIVE status to have player sessions.

          Possible values include:
          • "ACTIVE"
          • "ACTIVATING"
          • "TERMINATED"
          • "TERMINATING"
          • "ERROR"
        • StatusReason — (String)

          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.

          Possible values include:
          • "INTERRUPTED"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • PlayerSessionCreationPolicy — (String)

          Indicates whether or not the game session is accepting new players.

          Possible values include:
          • "ACCEPT_ALL"
          • "DENY_ALL"
        • CreatorId — (String)

          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.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeInstances(params = {}, callback) ⇒ AWS.Request

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

Service Reference:

Examples:

Calling the describeInstances operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  InstanceId: 'STRING_VALUE',
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE'
};
gamelift.describeInstances(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to retrieve instance information for.

    • InstanceId — (String)

      Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Instances — (Array<map>)

        Collection of objects containing properties for each instance returned.

        • FleetId — (String)

          Unique identifier for a fleet that the instance is in.

        • InstanceId — (String)

          Unique identifier for an instance.

        • IpAddress — (String)

          IP address assigned to the instance.

        • OperatingSystem — (String)

          Operating system that is running on this instance.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • Type — (String)

          EC2 instance type that defines the computing resources of this instance.

          Possible values include:
          • "t2.micro"
          • "t2.small"
          • "t2.medium"
          • "t2.large"
          • "c3.large"
          • "c3.xlarge"
          • "c3.2xlarge"
          • "c3.4xlarge"
          • "c3.8xlarge"
          • "c4.large"
          • "c4.xlarge"
          • "c4.2xlarge"
          • "c4.4xlarge"
          • "c4.8xlarge"
          • "r3.large"
          • "r3.xlarge"
          • "r3.2xlarge"
          • "r3.4xlarge"
          • "r3.8xlarge"
          • "r4.large"
          • "r4.xlarge"
          • "r4.2xlarge"
          • "r4.4xlarge"
          • "r4.8xlarge"
          • "r4.16xlarge"
          • "m3.medium"
          • "m3.large"
          • "m3.xlarge"
          • "m3.2xlarge"
          • "m4.large"
          • "m4.xlarge"
          • "m4.2xlarge"
          • "m4.4xlarge"
          • "m4.10xlarge"
        • Status — (String)

          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.

          Possible values include:
          • "PENDING"
          • "ACTIVE"
          • "TERMINATING"
        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeMatchmaking(params = {}, callback) ⇒ AWS.Request

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

Service Reference:

Examples:

Calling the describeMatchmaking operation

var params = {
  TicketIds: [ /* required */
    'STRING_VALUE',
    /* more items */
  ]
};
gamelift.describeMatchmaking(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • TicketIds — (Array<String>)

      Unique identifier for a matchmaking ticket. You can include up to 10 ID values.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • TicketList — (Array<map>)

        Collection of existing matchmaking ticket objects matching the request.

        • TicketId — (String)

          Unique identifier for a matchmaking ticket.

        • ConfigurationName — (String)

          Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

        • Status — (String)

          Current status of the matchmaking request.

          • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.

          • SEARCHING -- The matchmaking request is currently being processed.

          • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.

          • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.

          • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.

          • FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status.

          • CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking.

          • TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

          Note: Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
          Possible values include:
          • "CANCELLED"
          • "COMPLETED"
          • "FAILED"
          • "PLACING"
          • "QUEUED"
          • "REQUIRES_ACCEPTANCE"
          • "SEARCHING"
          • "TIMED_OUT"
        • StatusReason — (String)

          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.

        • StatusMessage — (String)

          Additional information about the current status.

        • StartTime — (Date)

          Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • EndTime — (Date)

          Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Players — (Array<map>)

          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.

          • PlayerId — (String)

            Unique identifier for a player

          • PlayerAttributes — (map<map>)

            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"}}.

            • S — (String)

              For single string values. Maximum string length is 100 characters.

            • N — (Float)

              For number values, expressed as double.

            • SL — (Array<String>)

              For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

            • SDM — (map<Float>)

              For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

          • Team — (String)

            Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

          • LatencyInMs — (map<Integer>)

            Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

            If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

        • GameSessionConnectionInfo — (map)

          Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.

          • GameSessionArn — (String)

            Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

          • IpAddress — (String)

            IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • Port — (Integer)

            Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • MatchedPlayerSessions — (Array<map>)

            Collection of player session IDs, one for each player ID that was included in the original matchmaking request.

            • PlayerId — (String)

              Unique identifier for a player

            • PlayerSessionId — (String)

              Unique identifier for a player session

        • EstimatedWaitTime — (Integer)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeMatchmakingConfigurations(params = {}, callback) ⇒ AWS.Request

Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Examples:

Calling the describeMatchmakingConfigurations operation

var params = {
  Limit: 'NUMBER_VALUE',
  Names: [
    'STRING_VALUE',
    /* more items */
  ],
  NextToken: 'STRING_VALUE',
  RuleSetName: 'STRING_VALUE'
};
gamelift.describeMatchmakingConfigurations(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Names — (Array<String>)

      Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.

    • RuleSetName — (String)

      Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.

    • Limit — (Integer)

      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.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Configurations — (Array<map>)

        Collection of requested matchmaking configuration objects.

        • Name — (String)

          Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

        • Description — (String)

          Descriptive label that is associated with matchmaking configuration.

        • GameSessionQueueArns — (Array<String>)

          Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

        • RequestTimeoutSeconds — (Integer)

          Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

        • AcceptanceTimeoutSeconds — (Integer)

          Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

        • AcceptanceRequired — (Boolean)

          Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

        • RuleSetName — (String)

          Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

        • NotificationTarget — (String)

          SNS topic ARN that is set up to receive matchmaking notifications.

        • AdditionalPlayerCount — (Integer)

          Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

        • CustomEventData — (String)

          Information to attached to all events related to the matchmaking configuration.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • GameSessionData — (String)

          Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeMatchmakingRuleSets(params = {}, callback) ⇒ AWS.Request

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Learn more

Related operations

Service Reference:

Examples:

Calling the describeMatchmakingRuleSets operation

var params = {
  Limit: 'NUMBER_VALUE',
  Names: [
    'STRING_VALUE',
    /* more items */
  ],
  NextToken: 'STRING_VALUE'
};
gamelift.describeMatchmakingRuleSets(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Names — (Array<String>)

      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.)

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • RuleSets — (Array<map>)

        Collection of requested matchmaking rule set objects.

        • RuleSetName — (String)

          Unique identifier for a matchmaking rule set

        • RuleSetBodyrequired — (String)

          Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describePlayerSessions(params = {}, callback) ⇒ AWS.Request

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

Service Reference:

Examples:

Calling the describePlayerSessions operation

var params = {
  GameSessionId: 'STRING_VALUE',
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  PlayerId: 'STRING_VALUE',
  PlayerSessionId: 'STRING_VALUE',
  PlayerSessionStatusFilter: 'STRING_VALUE'
};
gamelift.describePlayerSessions(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameSessionId — (String)

      Unique identifier for the game session to retrieve player sessions for.

    • PlayerId — (String)

      Unique identifier for a player to retrieve player sessions for.

    • PlayerSessionId — (String)

      Unique identifier for a player session to retrieve.

    • PlayerSessionStatusFilter — (String)

      Player session status to filter results on.

      Possible player session statuses include the following:

      • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.

      • ACTIVE -- The player has been validated by the server process and is currently connected.

      • COMPLETED -- The player connection has been dropped.

      • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

    • Limit — (Integer)

      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.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • PlayerSessions — (Array<map>)

        Collection of objects containing properties for each player session that matches the request.

        • PlayerSessionId — (String)

          Unique identifier for a player session.

        • PlayerId — (String)

          Unique identifier for a player that is associated with this player session.

        • GameSessionId — (String)

          Unique identifier for the game session that the player session is connected to.

        • FleetId — (String)

          Unique identifier for a fleet that the player's game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Status — (String)

          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).

          Possible values include:
          • "RESERVED"
          • "ACTIVE"
          • "COMPLETED"
          • "TIMEDOUT"
        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

        • PlayerData — (String)

          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.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeRuntimeConfiguration(params = {}, callback) ⇒ AWS.Request

Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the describeRuntimeConfiguration operation

var params = {
  FleetId: 'STRING_VALUE' /* required */
};
gamelift.describeRuntimeConfiguration(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to get the run-time configuration for.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • RuntimeConfiguration — (map)

        Instructions describing how server processes should be launched and maintained on each instance in the fleet.

        • ServerProcesses — (Array<map>)

          Collection of server process configurations that describe which server processes to run on each instance in a fleet.

          • LaunchPathrequired — (String)

            Location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

            • Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

            • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

          • Parameters — (String)

            Optional list of parameters to pass to the server executable or Realtime script on launch.

          • ConcurrentExecutionsrequired — (Integer)

            Number of server processes using this configuration to run concurrently on an instance.

        • MaxConcurrentGameSessionActivations — (Integer)

          Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

        • GameSessionActivationTimeoutSeconds — (Integer)

          Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeScalingPolicies(params = {}, callback) ⇒ AWS.Request

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

Service Reference:

Examples:

Calling the describeScalingPolicies operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  StatusFilter: ACTIVE | UPDATE_REQUESTED | UPDATING | DELETE_REQUESTED | DELETING | DELETED | ERROR
};
gamelift.describeScalingPolicies(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to retrieve scaling policies for.

    • StatusFilter — (String)

      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.

      Possible values include:
      • "ACTIVE"
      • "UPDATE_REQUESTED"
      • "UPDATING"
      • "DELETE_REQUESTED"
      • "DELETING"
      • "DELETED"
      • "ERROR"
    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • ScalingPolicies — (Array<map>)

        Collection of objects containing the scaling policies matching the request.

        • FleetId — (String)

          Unique identifier for a fleet that is associated with this scaling policy.

        • Name — (String)

          Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

        • Status — (String)

          Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets (see StopFleetActions; if suspended for a fleet, the policy status does not change. View a fleet's stopped actions by calling DescribeFleetCapacity.

          • ACTIVE -- The scaling policy can be used for auto-scaling a fleet.

          • UPDATE_REQUESTED -- A request to update the scaling policy has been received.

          • UPDATING -- A change is being made to the scaling policy.

          • DELETE_REQUESTED -- A request to delete the scaling policy has been received.

          • DELETING -- The scaling policy is being deleted.

          • DELETED -- The scaling policy has been deleted.

          • ERROR -- An error occurred in creating the policy. It should be removed and recreated.

          Possible values include:
          • "ACTIVE"
          • "UPDATE_REQUESTED"
          • "UPDATING"
          • "DELETE_REQUESTED"
          • "DELETING"
          • "DELETED"
          • "ERROR"
        • ScalingAdjustment — (Integer)

          Amount of adjustment to make, based on the scaling adjustment type.

        • ScalingAdjustmentType — (String)

          Type of adjustment to make to a fleet's instance count (see FleetCapacity):

          • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.

          • ExactCapacity -- set the instance count to the scaling adjustment value.

          • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.

          Possible values include:
          • "ChangeInCapacity"
          • "ExactCapacity"
          • "PercentChangeInCapacity"
        • ComparisonOperator — (String)

          Comparison operator to use when measuring a metric against the threshold value.

          Possible values include:
          • "GreaterThanOrEqualToThreshold"
          • "GreaterThanThreshold"
          • "LessThanThreshold"
          • "LessThanOrEqualToThreshold"
        • Threshold — (Float)

          Metric value used to trigger a scaling event.

        • EvaluationPeriods — (Integer)

          Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

        • MetricName — (String)

          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.

          Possible values include:
          • "ActivatingGameSessions"
          • "ActiveGameSessions"
          • "ActiveInstances"
          • "AvailableGameSessions"
          • "AvailablePlayerSessions"
          • "CurrentPlayerSessions"
          • "IdleInstances"
          • "PercentAvailableGameSessions"
          • "PercentIdleInstances"
          • "QueueDepth"
          • "WaitTime"
        • PolicyType — (String)

          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.

          Possible values include:
          • "RuleBased"
          • "TargetBased"
        • TargetConfiguration — (map)

          Object that contains settings for a target-based scaling policy.

          • TargetValuerequired — (Float)

            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).

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeScript(params = {}, callback) ⇒ AWS.Request

Retrieves properties for a Realtime script.

To request a script record, specify the script ID. If successful, an object containing the script properties is returned.

Learn more

Amazon GameLift Realtime Servers

Related operations

Service Reference:

Examples:

Calling the describeScript operation

var params = {
  ScriptId: 'STRING_VALUE' /* required */
};
gamelift.describeScript(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • ScriptId — (String)

      Unique identifier for a Realtime script to retrieve properties for.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Script — (map)

        Set of properties describing the requested script.

        • ScriptId — (String)

          Unique identifier for a Realtime script

        • Name — (String)

          Descriptive label that is associated with a script. Script names do not need to be unique.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique.

        • SizeOnDisk — (Integer)

          File size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • StorageLocation — (map)

          Location in Amazon Simple Storage Service (Amazon S3) where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

          • Bucket — (String)

            Amazon S3 bucket identifier. This is the name of the S3 bucket.

          • Key — (String)

            Name of the zip file containing the build files or script files.

          • RoleArn — (String)

            Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

          • ObjectVersion — (String)

            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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeVpcPeeringAuthorizations(params = {}, callback) ⇒ AWS.Request

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

Examples:

Calling the describeVpcPeeringAuthorizations operation

var params = {
};
gamelift.describeVpcPeeringAuthorizations(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • VpcPeeringAuthorizations — (Array<map>)

        Collection of objects that describe all valid VPC peering operations for the current AWS account.

        • GameLiftAwsAccountId — (String)

          Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

        • PeerVpcAwsAccountId — (String)

        • PeerVpcId — (String)

          Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

        • CreationTime — (Date)

          Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • ExpirationTime — (Date)

          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").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

describeVpcPeeringConnections(params = {}, callback) ⇒ AWS.Request

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.

To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

Service Reference:

Examples:

Calling the describeVpcPeeringConnections operation

var params = {
  FleetId: 'STRING_VALUE'
};
gamelift.describeVpcPeeringConnections(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • VpcPeeringConnections — (Array<map>)

        Collection of VPC peering connection records that match the request.

        • FleetId — (String)

          Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

        • IpV4CidrBlock — (String)

          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.

        • VpcPeeringConnectionId — (String)

          Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.

        • Status — (map)

          Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.

          • Code — (String)

            Code indicating the status of a VPC peering connection.

          • Message — (String)

            Additional messaging associated with the connection status.

        • PeerVpcId — (String)

          Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

        • GameLiftVpcId — (String)

          Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

getGameSessionLogUrl(params = {}, callback) ⇒ AWS.Request

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

Note: See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

Service Reference:

Examples:

Calling the getGameSessionLogUrl operation

var params = {
  GameSessionId: 'STRING_VALUE' /* required */
};
gamelift.getGameSessionLogUrl(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameSessionId — (String)

      Unique identifier for the game session to get logs for.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • PreSignedUrl — (String)

        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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

getInstanceAccess(params = {}, callback) ⇒ AWS.Request

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.

Service Reference:

Examples:

Calling the getInstanceAccess operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  InstanceId: 'STRING_VALUE' /* required */
};
gamelift.getInstanceAccess(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet that contains the instance you want access to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status may be accessible for a short time before they are deleted.

    • InstanceId — (String)

      Unique identifier for an instance you want to get access to. You can access an instance in any status.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • InstanceAccess — (map)

        Object that contains connection information for a fleet instance, including IP address and access credentials.

        • FleetId — (String)

          Unique identifier for a fleet containing the instance being accessed.

        • InstanceId — (String)

          Unique identifier for an instance being accessed.

        • IpAddress — (String)

          IP address assigned to the instance.

        • OperatingSystem — (String)

          Operating system that is running on the instance.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • Credentials — (map)

          Credentials required to access the instance.

          • UserName — (String)

            User login string.

          • Secret — (String)

            Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem file) for use with SSH.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

listAliases(params = {}, callback) ⇒ AWS.Request

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Note: Returned aliases are not listed in any particular order.

Service Reference:

Examples:

Calling the listAliases operation

var params = {
  Limit: 'NUMBER_VALUE',
  Name: 'STRING_VALUE',
  NextToken: 'STRING_VALUE',
  RoutingStrategyType: SIMPLE | TERMINAL
};
gamelift.listAliases(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • RoutingStrategyType — (String)

      Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty.

      Possible routing types include the following:

      • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

      • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

      Possible values include:
      • "SIMPLE"
      • "TERMINAL"
    • Name — (String)

      Descriptive label that is associated with an alias. Alias names do not need to be unique.

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Aliases — (Array<map>)

        Collection of alias records that match the list request.

        • AliasId — (String)

          Unique identifier for an alias; alias IDs are unique within a region.

        • Name — (String)

          Descriptive label that is associated with an alias. Alias names do not need to be unique.

        • AliasArn — (String)

          Unique identifier for an alias; alias ARNs are unique across all regions.

        • Description — (String)

          Human-readable description of an alias.

        • RoutingStrategy — (map)

          Alias configuration for the alias, including routing type and settings.

          • Type — (String)

            Type of routing strategy.

            Possible routing types include the following:

            • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

            • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

            Possible values include:
            • "SIMPLE"
            • "TERMINAL"
          • FleetId — (String)

            Unique identifier for a fleet that the alias points to.

          • Message — (String)

            Message text to be used with a terminal routing strategy.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • LastUpdatedTime — (Date)

          Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

listBuilds(params = {}, callback) ⇒ AWS.Request

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Note: Build records are not listed in any particular order.

Learn more

Working with Builds

Related operations

Service Reference:

Examples:

Calling the listBuilds operation

var params = {
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  Status: INITIALIZED | READY | FAILED
};
gamelift.listBuilds(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Status — (String)

      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.

      Possible values include:
      • "INITIALIZED"
      • "READY"
      • "FAILED"
    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Builds — (Array<map>)

        Collection of build records that match the request.

        • BuildId — (String)

          Unique identifier for a build.

        • Name — (String)

          Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

        • Status — (String)

          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.

          Possible values include:
          • "INITIALIZED"
          • "READY"
          • "FAILED"
        • SizeOnDisk — (Integer)

          File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

        • OperatingSystem — (String)

          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.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

listFleets(params = {}, callback) ⇒ AWS.Request

Retrieves a collection of fleet records for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.

Note: Fleet records are not listed in a particular order.

Learn more

Set Up Fleets.

Related operations

Service Reference:

Examples:

Calling the listFleets operation

var params = {
  BuildId: 'STRING_VALUE',
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  ScriptId: 'STRING_VALUE'
};
gamelift.listFleets(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • BuildId — (String)

      Unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty.

    • ScriptId — (String)

      Unique identifier for a Realtime script to return fleets for. Use this parameter to return only fleets using the specified script. To retrieve all fleets, leave this parameter empty.

    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetIds — (Array<String>)

        Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

listScripts(params = {}, callback) ⇒ AWS.Request

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers

Related operations

Service Reference:

Examples:

Calling the listScripts operation

var params = {
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE'
};
gamelift.listScripts(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Limit — (Integer)

      Maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Scripts — (Array<map>)

        Set of properties describing the requested script.

        • ScriptId — (String)

          Unique identifier for a Realtime script

        • Name — (String)

          Descriptive label that is associated with a script. Script names do not need to be unique.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique.

        • SizeOnDisk — (Integer)

          File size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • StorageLocation — (map)

          Location in Amazon Simple Storage Service (Amazon S3) where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

          • Bucket — (String)

            Amazon S3 bucket identifier. This is the name of the S3 bucket.

          • Key — (String)

            Name of the zip file containing the build files or script files.

          • RoleArn — (String)

            Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

          • ObjectVersion — (String)

            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.

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

putScalingPolicy(params = {}, callback) ⇒ AWS.Request

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Service Reference:

Examples:

Calling the putScalingPolicy operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  MetricName: ActivatingGameSessions | ActiveGameSessions | ActiveInstances | AvailableGameSessions | AvailablePlayerSessions | CurrentPlayerSessions | IdleInstances | PercentAvailableGameSessions | PercentIdleInstances | QueueDepth | WaitTime, /* required */
  Name: 'STRING_VALUE', /* required */
  ComparisonOperator: GreaterThanOrEqualToThreshold | GreaterThanThreshold | LessThanThreshold | LessThanOrEqualToThreshold,
  EvaluationPeriods: 'NUMBER_VALUE',
  PolicyType: RuleBased | TargetBased,
  ScalingAdjustment: 'NUMBER_VALUE',
  ScalingAdjustmentType: ChangeInCapacity | ExactCapacity | PercentChangeInCapacity,
  TargetConfiguration: {
    TargetValue: 'NUMBER_VALUE' /* required */
  },
  Threshold: 'NUMBER_VALUE'
};
gamelift.putScalingPolicy(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

    • FleetId — (String)

      Unique identifier for a fleet to apply this policy to. The fleet cannot be in any of the following statuses: ERROR or DELETING.

    • ScalingAdjustment — (Integer)

      Amount of adjustment to make, based on the scaling adjustment type.

    • ScalingAdjustmentType — (String)

      Type of adjustment to make to a fleet's instance count (see FleetCapacity):

      • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.

      • ExactCapacity -- set the instance count to the scaling adjustment value.

      • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.

      Possible values include:
      • "ChangeInCapacity"
      • "ExactCapacity"
      • "PercentChangeInCapacity"
    • Threshold — (Float)

      Metric value used to trigger a scaling event.

    • ComparisonOperator — (String)

      Comparison operator to use when measuring the metric against the threshold value.

      Possible values include:
      • "GreaterThanOrEqualToThreshold"
      • "GreaterThanThreshold"
      • "LessThanThreshold"
      • "LessThanOrEqualToThreshold"
    • EvaluationPeriods — (Integer)

      Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

    • MetricName — (String)

      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.

      Possible values include:
      • "ActivatingGameSessions"
      • "ActiveGameSessions"
      • "ActiveInstances"
      • "AvailableGameSessions"
      • "AvailablePlayerSessions"
      • "CurrentPlayerSessions"
      • "IdleInstances"
      • "PercentAvailableGameSessions"
      • "PercentIdleInstances"
      • "QueueDepth"
      • "WaitTime"
    • PolicyType — (String)

      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.

      Possible values include:
      • "RuleBased"
      • "TargetBased"
    • TargetConfiguration — (map)

      Object that contains settings for a target-based scaling policy.

      • TargetValuerequired — (Float)

        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).

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Name — (String)

        Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

requestUploadCredentials(params = {}, callback) ⇒ AWS.Request

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Uploading Your Game

Related operations

Service Reference:

Examples:

Calling the requestUploadCredentials operation

var params = {
  BuildId: 'STRING_VALUE' /* required */
};
gamelift.requestUploadCredentials(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • BuildId — (String)

      Unique identifier for a build to get credentials for.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • UploadCredentials — (map)

        AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.

        • AccessKeyId — (String)

          Temporary key allowing access to the Amazon GameLift S3 account.

        • SecretAccessKey — (String)

          Temporary secret key allowing access to the Amazon GameLift S3 account.

        • SessionToken — (String)

          Token used to associate a specific build ID with the files uploaded using these credentials.

      • StorageLocation — (map)

        Amazon S3 path and key, identifying where the game build files are stored.

        • Bucket — (String)

          Amazon S3 bucket identifier. This is the name of the S3 bucket.

        • Key — (String)

          Name of the zip file containing the build files or script files.

        • RoleArn — (String)

          Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

        • ObjectVersion — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

resolveAlias(params = {}, callback) ⇒ AWS.Request

Retrieves the fleet ID that a specified alias is currently pointing to.

Service Reference:

Examples:

Calling the resolveAlias operation

var params = {
  AliasId: 'STRING_VALUE' /* required */
};
gamelift.resolveAlias(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • AliasId — (String)

      Unique identifier for the alias you want to resolve.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetId — (String)

        Fleet identifier that is associated with the requested alias.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

searchGameSessions(params = {}, callback) ⇒ AWS.Request

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:

  • gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

  • gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

  • maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

  • playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Note: Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

Service Reference:

Examples:

Calling the searchGameSessions operation

var params = {
  AliasId: 'STRING_VALUE',
  FilterExpression: 'STRING_VALUE',
  FleetId: 'STRING_VALUE',
  Limit: 'NUMBER_VALUE',
  NextToken: 'STRING_VALUE',
  SortExpression: 'STRING_VALUE'
};
gamelift.searchGameSessions(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.

    • AliasId — (String)

      Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.

    • FilterExpression — (String)

      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:

      1. =, <>, <, >, <=, >=

      2. Parentheses

      3. NOT

      4. AND

      5. 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".

    • SortExpression — (String)

      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.

    • Limit — (Integer)

      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.

    • NextToken — (String)

      Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessions — (Array<map>)

        Collection of objects containing game session properties for each session matching the request.

        • GameSessionId — (String)

          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>.

        • Name — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • FleetId — (String)

          Unique identifier for a fleet that the game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • CurrentPlayerSessionCount — (Integer)

          Number of players currently in the game session.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • Status — (String)

          Current status of the game session. A game session must have an ACTIVE status to have player sessions.

          Possible values include:
          • "ACTIVE"
          • "ACTIVATING"
          • "TERMINATED"
          • "TERMINATING"
          • "ERROR"
        • StatusReason — (String)

          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.

          Possible values include:
          • "INTERRUPTED"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • PlayerSessionCreationPolicy — (String)

          Indicates whether or not the game session is accepting new players.

          Possible values include:
          • "ACCEPT_ALL"
          • "DENY_ALL"
        • CreatorId — (String)

          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.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

      • NextToken — (String)

        Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

startFleetActions(params = {}, callback) ⇒ AWS.Request

Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.

To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the startFleetActions operation

var params = {
  Actions: [ /* required */
    AUTO_SCALING,
    /* more items */
  ],
  FleetId: 'STRING_VALUE' /* required */
};
gamelift.startFleetActions(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet

    • Actions — (Array<String>)

      List of actions to restart on the fleet.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

startGameSessionPlacement(params = {}, callback) ⇒ AWS.Request

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Service Reference:

Examples:

Calling the startGameSessionPlacement operation

var params = {
  GameSessionQueueName: 'STRING_VALUE', /* required */
  MaximumPlayerSessionCount: 'NUMBER_VALUE', /* required */
  PlacementId: 'STRING_VALUE', /* required */
  DesiredPlayerSessions: [
    {
      PlayerData: 'STRING_VALUE',
      PlayerId: 'STRING_VALUE'
    },
    /* more items */
  ],
  GameProperties: [
    {
      Key: 'STRING_VALUE', /* required */
      Value: 'STRING_VALUE' /* required */
    },
    /* more items */
  ],
  GameSessionData: 'STRING_VALUE',
  GameSessionName: 'STRING_VALUE',
  PlayerLatencies: [
    {
      LatencyInMilliseconds: 'NUMBER_VALUE',
      PlayerId: 'STRING_VALUE',
      RegionIdentifier: 'STRING_VALUE'
    },
    /* more items */
  ]
};
gamelift.startGameSessionPlacement(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • PlacementId — (String)

      Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

    • GameSessionQueueName — (String)

      Name of the queue to use to place the new game session.

    • GameProperties — (Array<map>)

      Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

      • Keyrequired — (String)

        Game property identifier.

      • Valuerequired — (String)

        Game property value.

    • MaximumPlayerSessionCount — (Integer)

      Maximum number of players that can be connected simultaneously to the game session.

    • GameSessionName — (String)

      Descriptive label that is associated with a game session. Session names do not need to be unique.

    • PlayerLatencies — (Array<map>)

      Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

      • PlayerId — (String)

        Unique identifier for a player associated with the latency data.

      • RegionIdentifier — (String)

        Name of the region that is associated with the latency value.

      • LatencyInMilliseconds — (Float)

        Amount of time that represents the time lag experienced by the player when connected to the specified region.

    • DesiredPlayerSessions — (Array<map>)

      Set of information on each player to create a player session for.

      • PlayerId — (String)

        Unique identifier for a player to associate with the player session.

      • PlayerData — (String)

        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.

    • GameSessionData — (String)

      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).

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionPlacement — (map)

        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.

        • PlacementId — (String)

          Unique identifier for a game session placement.

        • GameSessionQueueName — (String)

          Descriptive label that is associated with game session queue. Queue names must be unique within each region.

        • Status — (String)

          Current status of the game session placement request.

          • PENDING -- The placement request is currently in the queue waiting to be processed.

          • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

          • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.

          • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

          Possible values include:
          • "PENDING"
          • "FULFILLED"
          • "CANCELLED"
          • "TIMED_OUT"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • GameSessionName — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • GameSessionId — (String)

          Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

        • GameSessionArn — (String)

          Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.

        • GameSessionRegion — (String)

          Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

        • PlayerLatencies — (Array<map>)

          Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

          • PlayerId — (String)

            Unique identifier for a player associated with the latency data.

          • RegionIdentifier — (String)

            Name of the region that is associated with the latency value.

          • LatencyInMilliseconds — (Float)

            Amount of time that represents the time lag experienced by the player when connected to the specified region.

        • StartTime — (Date)

          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").

        • EndTime — (Date)

          Time stamp indicating when this request was completed, canceled, or timed out.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

        • PlacedPlayerSessions — (Array<map>)

          Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

          • PlayerId — (String)

            Unique identifier for a player that is associated with this player session.

          • PlayerSessionId — (String)

            Unique identifier for a player session.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

startMatchBackfill(params = {}, callback) ⇒ AWS.Request

Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.

To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed. For more detail how to set up backfilling, see Backfill Existing Games with FlexMatch.

The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works.

Service Reference:

Examples:

Calling the startMatchBackfill operation

var params = {
  ConfigurationName: 'STRING_VALUE', /* required */
  GameSessionArn: 'STRING_VALUE', /* required */
  Players: [ /* required */
    {
      LatencyInMs: {
        '<NonEmptyString>': 'NUMBER_VALUE',
        /* '<NonEmptyString>': ... */
      },
      PlayerAttributes: {
        '<NonZeroAndMaxString>': {
          N: 'NUMBER_VALUE',
          S: 'STRING_VALUE',
          SDM: {
            '<NonZeroAndMaxString>': 'NUMBER_VALUE',
            /* '<NonZeroAndMaxString>': ... */
          },
          SL: [
            'STRING_VALUE',
            /* more items */
          ]
        },
        /* '<NonZeroAndMaxString>': ... */
      },
      PlayerId: 'STRING_VALUE',
      Team: 'STRING_VALUE'
    },
    /* more items */
  ],
  TicketId: 'STRING_VALUE'
};
gamelift.startMatchBackfill(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • TicketId — (String)

      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.

    • ConfigurationName — (String)

      Name of the matchmaker to use for this request. The name of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property. This property contains a matchmaking configuration ARN value, which includes the matchmaker name. (In the ARN value "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4", the matchmaking configuration name is "MM-4v4".) Use only the name for this parameter.

    • GameSessionArn — (String)

      Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

    • Players — (Array<map>)

      Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

      • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

      • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the region that the game session is currently in. Do not include latency values for any other region.

      • PlayerId — (String)

        Unique identifier for a player

      • PlayerAttributes — (map<map>)

        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"}}.

        • S — (String)

          For single string values. Maximum string length is 100 characters.

        • N — (Float)

          For number values, expressed as double.

        • SL — (Array<String>)

          For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

        • SDM — (map<Float>)

          For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

      • Team — (String)

        Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

      • LatencyInMs — (map<Integer>)

        Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

        If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • MatchmakingTicket — (map)

        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.

        • TicketId — (String)

          Unique identifier for a matchmaking ticket.

        • ConfigurationName — (String)

          Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

        • Status — (String)

          Current status of the matchmaking request.

          • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.

          • SEARCHING -- The matchmaking request is currently being processed.

          • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.

          • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.

          • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.

          • FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status.

          • CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking.

          • TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

          Note: Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
          Possible values include:
          • "CANCELLED"
          • "COMPLETED"
          • "FAILED"
          • "PLACING"
          • "QUEUED"
          • "REQUIRES_ACCEPTANCE"
          • "SEARCHING"
          • "TIMED_OUT"
        • StatusReason — (String)

          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.

        • StatusMessage — (String)

          Additional information about the current status.

        • StartTime — (Date)

          Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • EndTime — (Date)

          Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Players — (Array<map>)

          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.

          • PlayerId — (String)

            Unique identifier for a player

          • PlayerAttributes — (map<map>)

            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"}}.

            • S — (String)

              For single string values. Maximum string length is 100 characters.

            • N — (Float)

              For number values, expressed as double.

            • SL — (Array<String>)

              For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

            • SDM — (map<Float>)

              For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

          • Team — (String)

            Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

          • LatencyInMs — (map<Integer>)

            Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

            If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

        • GameSessionConnectionInfo — (map)

          Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.

          • GameSessionArn — (String)

            Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

          • IpAddress — (String)

            IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • Port — (Integer)

            Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • MatchedPlayerSessions — (Array<map>)

            Collection of player session IDs, one for each player ID that was included in the original matchmaking request.

            • PlayerId — (String)

              Unique identifier for a player

            • PlayerSessionId — (String)

              Unique identifier for a player session

        • EstimatedWaitTime — (Integer)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

startMatchmaking(params = {}, callback) ⇒ AWS.Request

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:

  • Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds.

  • Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds.

Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:

  1. Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.

  2. FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.

  3. If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).

  4. Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.

  5. When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.

Service Reference:

Examples:

Calling the startMatchmaking operation

var params = {
  ConfigurationName: 'STRING_VALUE', /* required */
  Players: [ /* required */
    {
      LatencyInMs: {
        '<NonEmptyString>': 'NUMBER_VALUE',
        /* '<NonEmptyString>': ... */
      },
      PlayerAttributes: {
        '<NonZeroAndMaxString>': {
          N: 'NUMBER_VALUE',
          S: 'STRING_VALUE',
          SDM: {
            '<NonZeroAndMaxString>': 'NUMBER_VALUE',
            /* '<NonZeroAndMaxString>': ... */
          },
          SL: [
            'STRING_VALUE',
            /* more items */
          ]
        },
        /* '<NonZeroAndMaxString>': ... */
      },
      PlayerId: 'STRING_VALUE',
      Team: 'STRING_VALUE'
    },
    /* more items */
  ],
  TicketId: 'STRING_VALUE'
};
gamelift.startMatchmaking(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • TicketId — (String)

      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.

    • ConfigurationName — (String)

      Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.

    • Players — (Array<map>)

      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.

      • PlayerId — (String)

        Unique identifier for a player

      • PlayerAttributes — (map<map>)

        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"}}.

        • S — (String)

          For single string values. Maximum string length is 100 characters.

        • N — (Float)

          For number values, expressed as double.

        • SL — (Array<String>)

          For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

        • SDM — (map<Float>)

          For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

      • Team — (String)

        Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

      • LatencyInMs — (map<Integer>)

        Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

        If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • MatchmakingTicket — (map)

        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.

        • TicketId — (String)

          Unique identifier for a matchmaking ticket.

        • ConfigurationName — (String)

          Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

        • Status — (String)

          Current status of the matchmaking request.

          • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.

          • SEARCHING -- The matchmaking request is currently being processed.

          • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.

          • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.

          • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.

          • FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status.

          • CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking.

          • TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

          Note: Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
          Possible values include:
          • "CANCELLED"
          • "COMPLETED"
          • "FAILED"
          • "PLACING"
          • "QUEUED"
          • "REQUIRES_ACCEPTANCE"
          • "SEARCHING"
          • "TIMED_OUT"
        • StatusReason — (String)

          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.

        • StatusMessage — (String)

          Additional information about the current status.

        • StartTime — (Date)

          Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • EndTime — (Date)

          Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • Players — (Array<map>)

          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.

          • PlayerId — (String)

            Unique identifier for a player

          • PlayerAttributes — (map<map>)

            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"}}.

            • S — (String)

              For single string values. Maximum string length is 100 characters.

            • N — (Float)

              For number values, expressed as double.

            • SL — (Array<String>)

              For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

            • SDM — (map<Float>)

              For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

          • Team — (String)

            Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

          • LatencyInMs — (map<Integer>)

            Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

            If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

        • GameSessionConnectionInfo — (map)

          Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.

          • GameSessionArn — (String)

            Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

          • IpAddress — (String)

            IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • Port — (Integer)

            Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

          • MatchedPlayerSessions — (Array<map>)

            Collection of player session IDs, one for each player ID that was included in the original matchmaking request.

            • PlayerId — (String)

              Unique identifier for a player

            • PlayerSessionId — (String)

              Unique identifier for a player session

        • EstimatedWaitTime — (Integer)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

stopFleetActions(params = {}, callback) ⇒ AWS.Request

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes.

To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances setting (FleetCapacity. Changes to the fleet's capacity must be done manually using UpdateFleetCapacity.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the stopFleetActions operation

var params = {
  Actions: [ /* required */
    AUTO_SCALING,
    /* more items */
  ],
  FleetId: 'STRING_VALUE' /* required */
};
gamelift.stopFleetActions(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet

    • Actions — (Array<String>)

      List of actions to suspend on the fleet.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

stopGameSessionPlacement(params = {}, callback) ⇒ AWS.Request

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Service Reference:

Examples:

Calling the stopGameSessionPlacement operation

var params = {
  PlacementId: 'STRING_VALUE' /* required */
};
gamelift.stopGameSessionPlacement(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • PlacementId — (String)

      Unique identifier for a game session placement to cancel.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionPlacement — (map)

        Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.

        • PlacementId — (String)

          Unique identifier for a game session placement.

        • GameSessionQueueName — (String)

          Descriptive label that is associated with game session queue. Queue names must be unique within each region.

        • Status — (String)

          Current status of the game session placement request.

          • PENDING -- The placement request is currently in the queue waiting to be processed.

          • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

          • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.

          • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

          Possible values include:
          • "PENDING"
          • "FULFILLED"
          • "CANCELLED"
          • "TIMED_OUT"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • GameSessionName — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • GameSessionId — (String)

          Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

        • GameSessionArn — (String)

          Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.

        • GameSessionRegion — (String)

          Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

        • PlayerLatencies — (Array<map>)

          Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

          • PlayerId — (String)

            Unique identifier for a player associated with the latency data.

          • RegionIdentifier — (String)

            Name of the region that is associated with the latency value.

          • LatencyInMilliseconds — (Float)

            Amount of time that represents the time lag experienced by the player when connected to the specified region.

        • StartTime — (Date)

          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").

        • EndTime — (Date)

          Time stamp indicating when this request was completed, canceled, or timed out.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

        • PlacedPlayerSessions — (Array<map>)

          Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

          • PlayerId — (String)

            Unique identifier for a player that is associated with this player session.

          • PlayerSessionId — (String)

            Unique identifier for a player session.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

stopMatchmaking(params = {}, callback) ⇒ AWS.Request

Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

Service Reference:

Examples:

Calling the stopMatchmaking operation

var params = {
  TicketId: 'STRING_VALUE' /* required */
};
gamelift.stopMatchmaking(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • TicketId — (String)

      Unique identifier for a matchmaking ticket.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateAlias(params = {}, callback) ⇒ AWS.Request

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Service Reference:

Examples:

Calling the updateAlias operation

var params = {
  AliasId: 'STRING_VALUE', /* required */
  Description: 'STRING_VALUE',
  Name: 'STRING_VALUE',
  RoutingStrategy: {
    FleetId: 'STRING_VALUE',
    Message: 'STRING_VALUE',
    Type: SIMPLE | TERMINAL
  }
};
gamelift.updateAlias(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • AliasId — (String)

      Unique identifier for a fleet alias. Specify the alias you want to update.

    • Name — (String)

      Descriptive label that is associated with an alias. Alias names do not need to be unique.

    • Description — (String)

      Human-readable description of an alias.

    • RoutingStrategy — (map)

      Object that specifies the fleet and routing type to use for the alias.

      • Type — (String)

        Type of routing strategy.

        Possible routing types include the following:

        • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

        • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

        Possible values include:
        • "SIMPLE"
        • "TERMINAL"
      • FleetId — (String)

        Unique identifier for a fleet that the alias points to.

      • Message — (String)

        Message text to be used with a terminal routing strategy.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Alias — (map)

        Object that contains the updated alias configuration.

        • AliasId — (String)

          Unique identifier for an alias; alias IDs are unique within a region.

        • Name — (String)

          Descriptive label that is associated with an alias. Alias names do not need to be unique.

        • AliasArn — (String)

          Unique identifier for an alias; alias ARNs are unique across all regions.

        • Description — (String)

          Human-readable description of an alias.

        • RoutingStrategy — (map)

          Alias configuration for the alias, including routing type and settings.

          • Type — (String)

            Type of routing strategy.

            Possible routing types include the following:

            • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.

            • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

            Possible values include:
            • "SIMPLE"
            • "TERMINAL"
          • FleetId — (String)

            Unique identifier for a fleet that the alias points to.

          • Message — (String)

            Message text to be used with a terminal routing strategy.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • LastUpdatedTime — (Date)

          Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateBuild(params = {}, callback) ⇒ AWS.Request

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Working with Builds

Related operations

Service Reference:

Examples:

Calling the updateBuild operation

var params = {
  BuildId: 'STRING_VALUE', /* required */
  Name: 'STRING_VALUE',
  Version: 'STRING_VALUE'
};
gamelift.updateBuild(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • BuildId — (String)

      Unique identifier for a build to update.

    • Name — (String)

      Descriptive label that is associated with a build. Build names do not need to be unique.

    • Version — (String)

      Version that is associated with a build or script. Version strings do not need to be unique.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Build — (map)

        Object that contains the updated build record.

        • BuildId — (String)

          Unique identifier for a build.

        • Name — (String)

          Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.

        • Status — (String)

          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.

          Possible values include:
          • "INITIALIZED"
          • "READY"
          • "FAILED"
        • SizeOnDisk — (Integer)

          File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.

        • OperatingSystem — (String)

          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.

          Possible values include:
          • "WINDOWS_2012"
          • "AMAZON_LINUX"
        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateFleetAttributes(params = {}, callback) ⇒ AWS.Request

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the updateFleetAttributes operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  Description: 'STRING_VALUE',
  MetricGroups: [
    'STRING_VALUE',
    /* more items */
  ],
  Name: 'STRING_VALUE',
  NewGameSessionProtectionPolicy: NoProtection | FullProtection,
  ResourceCreationLimitPolicy: {
    NewGameSessionsPerCreator: 'NUMBER_VALUE',
    PolicyPeriodInMinutes: 'NUMBER_VALUE'
  }
};
gamelift.updateFleetAttributes(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to update attribute metadata for.

    • Name — (String)

      Descriptive label that is associated with a fleet. Fleet names do not need to be unique.

    • Description — (String)

      Human-readable description of a fleet.

    • NewGameSessionProtectionPolicy — (String)

      Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession.

      • NoProtection -- The game session can be terminated during a scale-down event.

      • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Possible values include:
      • "NoProtection"
      • "FullProtection"
    • ResourceCreationLimitPolicy — (map)

      Policy that limits the number of game sessions an individual player can create over a span of time.

      • NewGameSessionsPerCreator — (Integer)

        Maximum number of game sessions that an individual can create during the policy period.

      • PolicyPeriodInMinutes — (Integer)

        Time span used in evaluating the resource creation limit policy.

    • MetricGroups — (Array<String>)

      Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetId — (String)

        Unique identifier for a fleet that was updated.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateFleetCapacity(params = {}, callback) ⇒ AWS.Request

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the updateFleetCapacity operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  DesiredInstances: 'NUMBER_VALUE',
  MaxSize: 'NUMBER_VALUE',
  MinSize: 'NUMBER_VALUE'
};
gamelift.updateFleetCapacity(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to update capacity for.

    • DesiredInstances — (Integer)

      Number of EC2 instances you want this fleet to host.

    • MinSize — (Integer)

      Minimum value allowed for the fleet's instance count. Default if not set is 0.

    • MaxSize — (Integer)

      Maximum value allowed for the fleet's instance count. Default if not set is 1.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetId — (String)

        Unique identifier for a fleet that was updated.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateFleetPortSettings(params = {}, callback) ⇒ AWS.Request

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the updateFleetPortSettings operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  InboundPermissionAuthorizations: [
    {
      FromPort: 'NUMBER_VALUE', /* required */
      IpRange: 'STRING_VALUE', /* required */
      Protocol: TCP | UDP, /* required */
      ToPort: 'NUMBER_VALUE' /* required */
    },
    /* more items */
  ],
  InboundPermissionRevocations: [
    {
      FromPort: 'NUMBER_VALUE', /* required */
      IpRange: 'STRING_VALUE', /* required */
      Protocol: TCP | UDP, /* required */
      ToPort: 'NUMBER_VALUE' /* required */
    },
    /* more items */
  ]
};
gamelift.updateFleetPortSettings(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to update port settings for.

    • InboundPermissionAuthorizations — (Array<map>)

      Collection of port settings to be added to the fleet record.

      • FromPortrequired — (Integer)

        Starting value for a range of allowed port numbers.

      • ToPortrequired — (Integer)

        Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

      • IpRangerequired — (String)

        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]".

      • Protocolrequired — (String)

        Network communication protocol used by the fleet.

        Possible values include:
        • "TCP"
        • "UDP"
    • InboundPermissionRevocations — (Array<map>)

      Collection of port settings to be removed from the fleet record.

      • FromPortrequired — (Integer)

        Starting value for a range of allowed port numbers.

      • ToPortrequired — (Integer)

        Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

      • IpRangerequired — (String)

        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]".

      • Protocolrequired — (String)

        Network communication protocol used by the fleet.

        Possible values include:
        • "TCP"
        • "UDP"

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • FleetId — (String)

        Unique identifier for a fleet that was updated.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateGameSession(params = {}, callback) ⇒ AWS.Request

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

Service Reference:

Examples:

Calling the updateGameSession operation

var params = {
  GameSessionId: 'STRING_VALUE', /* required */
  MaximumPlayerSessionCount: 'NUMBER_VALUE',
  Name: 'STRING_VALUE',
  PlayerSessionCreationPolicy: ACCEPT_ALL | DENY_ALL,
  ProtectionPolicy: NoProtection | FullProtection
};
gamelift.updateGameSession(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • GameSessionId — (String)

      Unique identifier for the game session to update.

    • MaximumPlayerSessionCount — (Integer)

      Maximum number of players that can be connected simultaneously to the game session.

    • Name — (String)

      Descriptive label that is associated with a game session. Session names do not need to be unique.

    • PlayerSessionCreationPolicy — (String)

      Policy determining whether or not the game session accepts new players.

      Possible values include:
      • "ACCEPT_ALL"
      • "DENY_ALL"
    • ProtectionPolicy — (String)

      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.

      Possible values include:
      • "NoProtection"
      • "FullProtection"

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSession — (map)

        Object that contains the updated game session metadata.

        • GameSessionId — (String)

          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>.

        • Name — (String)

          Descriptive label that is associated with a game session. Session names do not need to be unique.

        • FleetId — (String)

          Unique identifier for a fleet that the game session is running on.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • TerminationTime — (Date)

          Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • CurrentPlayerSessionCount — (Integer)

          Number of players currently in the game session.

        • MaximumPlayerSessionCount — (Integer)

          Maximum number of players that can be connected simultaneously to the game session.

        • Status — (String)

          Current status of the game session. A game session must have an ACTIVE status to have player sessions.

          Possible values include:
          • "ACTIVE"
          • "ACTIVATING"
          • "TERMINATED"
          • "TERMINATING"
          • "ERROR"
        • StatusReason — (String)

          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.

          Possible values include:
          • "INTERRUPTED"
        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • IpAddress — (String)

          IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • Port — (Integer)

          Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

        • PlayerSessionCreationPolicy — (String)

          Indicates whether or not the game session is accepting new players.

          Possible values include:
          • "ACCEPT_ALL"
          • "DENY_ALL"
        • CreatorId — (String)

          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.

        • GameSessionData — (String)

          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).

        • MatchmakerData — (String)

          Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateGameSessionQueue(params = {}, callback) ⇒ AWS.Request

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Service Reference:

Examples:

Calling the updateGameSessionQueue operation

var params = {
  Name: 'STRING_VALUE', /* required */
  Destinations: [
    {
      DestinationArn: 'STRING_VALUE'
    },
    /* more items */
  ],
  PlayerLatencyPolicies: [
    {
      MaximumIndividualPlayerLatencyMilliseconds: 'NUMBER_VALUE',
      PolicyDurationSeconds: 'NUMBER_VALUE'
    },
    /* more items */
  ],
  TimeoutInSeconds: 'NUMBER_VALUE'
};
gamelift.updateGameSessionQueue(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Descriptive label that is associated with game session queue. Queue names must be unique within each region.

    • TimeoutInSeconds — (Integer)

      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.

    • PlayerLatencyPolicies — (Array<map>)

      Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.

      • MaximumIndividualPlayerLatencyMilliseconds — (Integer)

        The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

      • PolicyDurationSeconds — (Integer)

        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.

    • Destinations — (Array<map>)

      List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.

      • DestinationArn — (String)

        Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • GameSessionQueue — (map)

        Object that describes the newly updated game session queue.

        • Name — (String)

          Descriptive label that is associated with game session queue. Queue names must be unique within each region.

        • GameSessionQueueArn — (String)

          Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

        • TimeoutInSeconds — (Integer)

          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.

        • PlayerLatencyPolicies — (Array<map>)

          Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

          • MaximumIndividualPlayerLatencyMilliseconds — (Integer)

            The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

          • PolicyDurationSeconds — (Integer)

            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.

        • Destinations — (Array<map>)

          List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

          • DestinationArn — (String)

            Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateMatchmakingConfiguration(params = {}, callback) ⇒ AWS.Request

Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.

Service Reference:

Examples:

Calling the updateMatchmakingConfiguration operation

var params = {
  Name: 'STRING_VALUE', /* required */
  AcceptanceRequired: true || false,
  AcceptanceTimeoutSeconds: 'NUMBER_VALUE',
  AdditionalPlayerCount: 'NUMBER_VALUE',
  CustomEventData: 'STRING_VALUE',
  Description: 'STRING_VALUE',
  GameProperties: [
    {
      Key: 'STRING_VALUE', /* required */
      Value: 'STRING_VALUE' /* required */
    },
    /* more items */
  ],
  GameSessionData: 'STRING_VALUE',
  GameSessionQueueArns: [
    'STRING_VALUE',
    /* more items */
  ],
  NotificationTarget: 'STRING_VALUE',
  RequestTimeoutSeconds: 'NUMBER_VALUE',
  RuleSetName: 'STRING_VALUE'
};
gamelift.updateMatchmakingConfiguration(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • Name — (String)

      Unique identifier for a matchmaking configuration to update.

    • Description — (String)

      Descriptive label that is associated with matchmaking configuration.

    • GameSessionQueueArns — (Array<String>)

      Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

    • RequestTimeoutSeconds — (Integer)

      Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

    • AcceptanceTimeoutSeconds — (Integer)

      Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

    • AcceptanceRequired — (Boolean)

      Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

    • RuleSetName — (String)

      Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

    • NotificationTarget — (String)

      SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

    • AdditionalPlayerCount — (Integer)

      Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

    • CustomEventData — (String)

      Information to attached to all events related to the matchmaking configuration.

    • GameProperties — (Array<map>)

      Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

      • Keyrequired — (String)

        Game property identifier.

      • Valuerequired — (String)

        Game property value.

    • GameSessionData — (String)

      Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Configuration — (map)

        Object that describes the updated matchmaking configuration.

        • Name — (String)

          Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

        • Description — (String)

          Descriptive label that is associated with matchmaking configuration.

        • GameSessionQueueArns — (Array<String>)

          Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

        • RequestTimeoutSeconds — (Integer)

          Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

        • AcceptanceTimeoutSeconds — (Integer)

          Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

        • AcceptanceRequired — (Boolean)

          Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

        • RuleSetName — (String)

          Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

        • NotificationTarget — (String)

          SNS topic ARN that is set up to receive matchmaking notifications.

        • AdditionalPlayerCount — (Integer)

          Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

        • CustomEventData — (String)

          Information to attached to all events related to the matchmaking configuration.

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • GameProperties — (Array<map>)

          Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

          • Keyrequired — (String)

            Game property identifier.

          • Valuerequired — (String)

            Game property value.

        • GameSessionData — (String)

          Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateRuntimeConfiguration(params = {}, callback) ⇒ AWS.Request

Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; run-time configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.

Learn more

Working with Fleets.

Related operations

Service Reference:

Examples:

Calling the updateRuntimeConfiguration operation

var params = {
  FleetId: 'STRING_VALUE', /* required */
  RuntimeConfiguration: { /* required */
    GameSessionActivationTimeoutSeconds: 'NUMBER_VALUE',
    MaxConcurrentGameSessionActivations: 'NUMBER_VALUE',
    ServerProcesses: [
      {
        ConcurrentExecutions: 'NUMBER_VALUE', /* required */
        LaunchPath: 'STRING_VALUE', /* required */
        Parameters: 'STRING_VALUE'
      },
      /* more items */
    ]
  }
};
gamelift.updateRuntimeConfiguration(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • FleetId — (String)

      Unique identifier for a fleet to update run-time configuration for.

    • RuntimeConfiguration — (map)

      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 run-time configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a run-time configuration with at least one server process configuration.

      • ServerProcesses — (Array<map>)

        Collection of server process configurations that describe which server processes to run on each instance in a fleet.

        • LaunchPathrequired — (String)

          Location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

          • Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

          • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

        • Parameters — (String)

          Optional list of parameters to pass to the server executable or Realtime script on launch.

        • ConcurrentExecutionsrequired — (Integer)

          Number of server processes using this configuration to run concurrently on an instance.

      • MaxConcurrentGameSessionActivations — (Integer)

        Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

      • GameSessionActivationTimeoutSeconds — (Integer)

        Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • RuntimeConfiguration — (map)

        The run-time configuration currently in force. If the update was successful, this object matches the one in the request.

        • ServerProcesses — (Array<map>)

          Collection of server process configurations that describe which server processes to run on each instance in a fleet.

          • LaunchPathrequired — (String)

            Location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

            • Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

            • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

          • Parameters — (String)

            Optional list of parameters to pass to the server executable or Realtime script on launch.

          • ConcurrentExecutionsrequired — (Integer)

            Number of server processes using this configuration to run concurrently on an instance.

        • MaxConcurrentGameSessionActivations — (Integer)

          Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

        • GameSessionActivationTimeoutSeconds — (Integer)

          Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

updateScript(params = {}, callback) ⇒ AWS.Request

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers

Related operations

Service Reference:

Examples:

Calling the updateScript operation

var params = {
  ScriptId: 'STRING_VALUE', /* required */
  Name: 'STRING_VALUE',
  StorageLocation: {
    Bucket: 'STRING_VALUE',
    Key: 'STRING_VALUE',
    ObjectVersion: 'STRING_VALUE',
    RoleArn: 'STRING_VALUE'
  },
  Version: 'STRING_VALUE',
  ZipFile: new Buffer('...') || 'STRING_VALUE' /* Strings will be Base-64 encoded on your behalf */
};
gamelift.updateScript(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • ScriptId — (String)

      Unique identifier for a Realtime script to update.

    • Name — (String)

      Descriptive label that is associated with a script. Script names do not need to be unique.

    • Version — (String)

      Version that is associated with a build or script. Version strings do not need to be unique.

    • StorageLocation — (map)

      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.

      • Bucket — (String)

        Amazon S3 bucket identifier. This is the name of the S3 bucket.

      • Key — (String)

        Name of the zip file containing the build files or script files.

      • RoleArn — (String)

        Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

      • ObjectVersion — (String)

        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.

    • ZipFile — (Buffer, Typed Array, Blob, String)

      Data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

      When using the AWS CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Script — (map)

        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.

        • ScriptId — (String)

          Unique identifier for a Realtime script

        • Name — (String)

          Descriptive label that is associated with a script. Script names do not need to be unique.

        • Version — (String)

          Version that is associated with a build or script. Version strings do not need to be unique.

        • SizeOnDisk — (Integer)

          File size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

        • CreationTime — (Date)

          Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

        • StorageLocation — (map)

          Location in Amazon Simple Storage Service (Amazon S3) where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

          • Bucket — (String)

            Amazon S3 bucket identifier. This is the name of the S3 bucket.

          • Key — (String)

            Name of the zip file containing the build files or script files.

          • RoleArn — (String)

            Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

          • ObjectVersion — (String)

            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.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.

validateMatchmakingRuleSet(params = {}, callback) ⇒ AWS.Request

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

Related operations

Service Reference:

Examples:

Calling the validateMatchmakingRuleSet operation

var params = {
  RuleSetBody: 'STRING_VALUE' /* required */
};
gamelift.validateMatchmakingRuleSet(params, function(err, data) {
  if (err) console.log(err, err.stack); // an error occurred
  else     console.log(data);           // successful response
});

Parameters:

  • params (Object) (defaults to: {})
    • RuleSetBody — (String)

      Collection of matchmaking rules to validate, formatted as a JSON string.

Callback (callback):

  • function(err, data) { ... }

    Called when a response from the service is returned. If a callback is not supplied, you must call AWS.Request.send() on the returned request object to initiate the request.

    Context (this):

    • (AWS.Response)

      the response object containing error, data properties, and the original request object.

    Parameters:

    • err (Error)

      the error object returned from the request. Set to null if the request is successful.

    • data (Object)

      the de-serialized data returned from the request. Set to null if a request error occurs. The data object has the following properties:

      • Valid — (Boolean)

        Response indicating whether or not the rule set is valid.

Returns:

  • (AWS.Request)

    a handle to the operation request for subsequent event callback registration.