Table of Contents
GameLift.
Client
¶A low-level client representing Amazon GameLift
Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.
About GameLift solutions
Get more information on these GameLift solutions in the GameLift Developer Guide.
About this API Reference
This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:
import boto3
client = boto3.client('gamelift')
These are the available methods:
accept_match()
can_paginate()
claim_game_server()
close()
create_alias()
create_build()
create_fleet()
create_fleet_locations()
create_game_server_group()
create_game_session()
create_game_session_queue()
create_location()
create_matchmaking_configuration()
create_matchmaking_rule_set()
create_player_session()
create_player_sessions()
create_script()
create_vpc_peering_authorization()
create_vpc_peering_connection()
delete_alias()
delete_build()
delete_fleet()
delete_fleet_locations()
delete_game_server_group()
delete_game_session_queue()
delete_location()
delete_matchmaking_configuration()
delete_matchmaking_rule_set()
delete_scaling_policy()
delete_script()
delete_vpc_peering_authorization()
delete_vpc_peering_connection()
deregister_compute()
deregister_game_server()
describe_alias()
describe_build()
describe_compute()
describe_ec2_instance_limits()
describe_fleet_attributes()
describe_fleet_capacity()
describe_fleet_events()
describe_fleet_location_attributes()
describe_fleet_location_capacity()
describe_fleet_location_utilization()
describe_fleet_port_settings()
describe_fleet_utilization()
describe_game_server()
describe_game_server_group()
describe_game_server_instances()
describe_game_session_details()
describe_game_session_placement()
describe_game_session_queues()
describe_game_sessions()
describe_instances()
describe_matchmaking()
describe_matchmaking_configurations()
describe_matchmaking_rule_sets()
describe_player_sessions()
describe_runtime_configuration()
describe_scaling_policies()
describe_script()
describe_vpc_peering_authorizations()
describe_vpc_peering_connections()
get_compute_access()
get_compute_auth_token()
get_game_session_log_url()
get_instance_access()
get_paginator()
get_waiter()
list_aliases()
list_builds()
list_compute()
list_fleets()
list_game_server_groups()
list_game_servers()
list_locations()
list_scripts()
list_tags_for_resource()
put_scaling_policy()
register_compute()
register_game_server()
request_upload_credentials()
resolve_alias()
resume_game_server_group()
search_game_sessions()
start_fleet_actions()
start_game_session_placement()
start_match_backfill()
start_matchmaking()
stop_fleet_actions()
stop_game_session_placement()
stop_matchmaking()
suspend_game_server_group()
tag_resource()
untag_resource()
update_alias()
update_build()
update_fleet_attributes()
update_fleet_capacity()
update_fleet_port_settings()
update_game_server()
update_game_server_group()
update_game_session()
update_game_session_queue()
update_matchmaking_configuration()
update_runtime_configuration()
update_script()
validate_matchmaking_rule_set()
accept_match
(**kwargs)¶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 one or more players rejected the match or failed to respond, the ticket status is set to CANCELLED
, and processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is returned to SEARCHING
to find a new match. A new matchmaking request for these players can be submitted as needed.
See also: AWS API Documentation
Request Syntax
response = client.accept_match(
TicketId='string',
PlayerIds=[
'string',
],
AcceptanceType='ACCEPT'|'REJECT'
)
[REQUIRED]
A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE
; otherwise this request will fail.
[REQUIRED]
A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
[REQUIRED]
Player response to the proposed match.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
can_paginate
(operation_name)¶Check if an operation can be paginated.
create_foo
, and you'd normally invoke the
operation as client.create_foo(**kwargs)
, if the
create_foo
operation can be paginated, you can use the
call client.get_paginator("create_foo")
.True
if the operation can be paginated,
False
otherwise.claim_game_server
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED
status for 60 seconds, and returns connection information that players can use to connect to the game server.
To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.
When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE
while the claim status is set to CLAIMED
for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED
after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.
If you try to claim a specific game server, this request will fail in the following cases:
UTILIZED
.CLAIMED
.Note
When claiming a specific game server, this request will succeed even if the game server is running on an instance inDRAINING
status. To avoid this, first check the instance status by calling DescribeGameServerInstances .
Learn more
See also: AWS API Documentation
Request Syntax
response = client.claim_game_server(
GameServerGroupName='string',
GameServerId='string',
GameServerData='string'
)
[REQUIRED]
A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.
dict
Response Syntax
{
'GameServer': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'GameServerId': 'string',
'InstanceId': 'string',
'ConnectionInfo': 'string',
'GameServerData': 'string',
'ClaimStatus': 'CLAIMED',
'UtilizationStatus': 'AVAILABLE'|'UTILIZED',
'RegistrationTime': datetime(2015, 1, 1),
'LastClaimTime': datetime(2015, 1, 1),
'LastHealthCheckTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServer (dict) --
Object that describes the newly claimed game server.
GameServerGroupName (string) --
A unique identifier for the game server group where the game server is running.
GameServerGroupArn (string) --
The ARN identifier for the game server group where the game server is located.
GameServerId (string) --
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
ConnectionInfo (string) --
The port and IP address that must be used to establish a client connection to the game server.
GameServerData (string) --
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus (string) --
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus (string) --
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.RegistrationTime (datetime) --
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastClaimTime (datetime) --
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
LastHealthCheckTime (datetime) --
Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.OutOfCapacityException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
close
()¶Closes underlying endpoint connections.
create_alias
(**kwargs)¶Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.
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 and an ARN. You can reassign an alias to another fleet by calling UpdateAlias
.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.create_alias(
Name='string',
Description='string',
RoutingStrategy={
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
},
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
A descriptive label that is associated with an alias. Alias names do not need to be unique.
[REQUIRED]
The routing configuration, including routing type and fleet target, for the alias.
The type of routing strategy for the alias.
Possible routing types include the following:
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
The message text to be used with a terminal routing strategy.
A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'Alias': {
'AliasId': 'string',
'Name': 'string',
'AliasArn': 'string',
'Description': 'string',
'RoutingStrategy': {
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
},
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
Alias (dict) --
The newly created alias resource.
AliasId (string) --
A unique identifier for the alias. Alias IDs are unique within a Region.
Name (string) --
A descriptive label that is associated with an alias. Alias names do not need to be unique.
AliasArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift alias ARN, the resource ID matches the alias ID value.
Description (string) --
A human-readable description of an alias.
RoutingStrategy (dict) --
The routing configuration, including routing type and fleet target, for the alias.
Type (string) --
The type of routing strategy for the alias.
Possible routing types include the following:
FleetId (string) --
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
Message (string) --
The message text to be used with a terminal routing strategy.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.TaggingFailedException
create_build
(**kwargs)¶Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.
Warning
When setting up a new game build for GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.
You can use the operation in the following scenarios:
If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED
status. A build must be in READY
status before you can create fleets with it.
See also: AWS API Documentation
Request Syntax
response = client.create_build(
Name='string',
Version='string',
StorageLocation={
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
},
OperatingSystem='WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
],
ServerSdkVersion='string'
)
Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
If a StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk
of 0.
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference . Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'Build': {
'BuildId': 'string',
'BuildArn': 'string',
'Name': 'string',
'Version': 'string',
'Status': 'INITIALIZED'|'READY'|'FAILED',
'SizeOnDisk': 123,
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'CreationTime': datetime(2015, 1, 1),
'ServerSdkVersion': 'string'
},
'UploadCredentials': {
'AccessKeyId': 'string',
'SecretAccessKey': 'string',
'SessionToken': 'string'
},
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
}
Response Structure
(dict) --
Build (dict) --
The newly created build resource, including a unique build IDs and status.
BuildId (string) --
A unique identifier for the build.
BuildArn (string) --
The Amazon Resource Name ( ARN ) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
Name (string) --
A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
Status (string) --
Current status of the build.
Possible build statuses include the following:
SizeOnDisk (integer) --
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
or when using a custom Amazon S3 storage location, this value is 0.
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.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
ServerSdkVersion (string) --
The GameLift Server SDK version used to develop your game server.
UploadCredentials (dict) --
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 (dict) --
Amazon S3 location for your game build file, including bucket name and key.
Bucket (string) --
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
Key (string) --
The name of the zip file that contains the build files or script files.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
ObjectVersion (string) --
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
create_fleet
(**kwargs)¶Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.
Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.
To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.
If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.
If successful, this operation creates a new Fleet resource and places it in NEW
status, which prompts GameLift to initiate the fleet creation workflow.
See also: AWS API Documentation
Request Syntax
response = client.create_fleet(
Name='string',
Description='string',
BuildId='string',
ScriptId='string',
ServerLaunchPath='string',
ServerLaunchParameters='string',
LogPaths=[
'string',
],
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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
EC2InboundPermissions=[
{
'FromPort': 123,
'ToPort': 123,
'IpRange': 'string',
'Protocol': 'TCP'|'UDP'
},
],
NewGameSessionProtectionPolicy='NoProtection'|'FullProtection',
RuntimeConfiguration={
'ServerProcesses': [
{
'LaunchPath': 'string',
'Parameters': 'string',
'ConcurrentExecutions': 123
},
],
'MaxConcurrentGameSessionActivations': 123,
'GameSessionActivationTimeoutSeconds': 123
},
ResourceCreationLimitPolicy={
'NewGameSessionsPerCreator': 123,
'PolicyPeriodInMinutes': 123
},
MetricGroups=[
'string',
],
PeerVpcAwsAccountId='string',
PeerVpcId='string',
FleetType='ON_DEMAND'|'SPOT',
InstanceRoleArn='string',
CertificateConfiguration={
'CertificateType': 'DISABLED'|'GENERATED'
},
Locations=[
{
'Location': 'string'
},
],
Tags=[
{
'Key': 'string',
'Value': 'string'
},
],
ComputeType='EC2'|'ANYWHERE',
AnywhereConfiguration={
'Cost': 'string'
}
)
[REQUIRED]
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
READY
status. This fleet property cannot be changed later.RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server APIProcessReady()
and specify one or more directory paths inlogParameters
. For more information, see Initialize the server process in the GameLift Developer Guide .
The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
A starting value for a range of allowed port numbers.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: " 000.000.000.000/[subnet mask]
" or optionally the shortened version " 0.0.0.0/[subnet mask]
".
The network communication protocol used by the fleet.
The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
ACTIVE
status cannot be terminated during a scale-down event.Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.
Note
The RuntimeConfiguration
parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath
and ServerLaunchParameters
, which are still supported for backward compatibility.
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
The location of a game build executable or the Realtime script file that contains the Init()
function. Game builds and Realtime scripts are installed on instances at the root:
C:\game
. Example: " C:\game\MyGame\server.exe
"/local/game
. Examples: " /local/game/MyGame/server.exe
" or " /local/game/MyRealtimeScript.js
"An optional list of parameters to pass to the server executable or Realtime script on launch.
The number of server processes using this configuration that run concurrently on each instance.
The number of game sessions in status ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING
. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED
.
A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
The time span used in evaluating the resource creation limit policy.
The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the CertificateConfiguration
is DISABLED
. You can't change this property after you create the fleet.
Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.
Note
ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide .
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2
. To create a fleet with instances in the home Region only, omit this parameter.
A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
An Amazon Web Services Region code, such as us-west-2
.
A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
GameLift Anywhere configuration options.
The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
dict
Response Syntax
{
'FleetAttributes': {
'FleetId': 'string',
'FleetArn': 'string',
'FleetType': 'ON_DEMAND'|'SPOT',
'InstanceType': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'Description': 'string',
'Name': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND',
'BuildId': 'string',
'BuildArn': 'string',
'ScriptId': 'string',
'ScriptArn': 'string',
'ServerLaunchPath': 'string',
'ServerLaunchParameters': 'string',
'LogPaths': [
'string',
],
'NewGameSessionProtectionPolicy': 'NoProtection'|'FullProtection',
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'ResourceCreationLimitPolicy': {
'NewGameSessionsPerCreator': 123,
'PolicyPeriodInMinutes': 123
},
'MetricGroups': [
'string',
],
'StoppedActions': [
'AUTO_SCALING',
],
'InstanceRoleArn': 'string',
'CertificateConfiguration': {
'CertificateType': 'DISABLED'|'GENERATED'
},
'ComputeType': 'EC2'|'ANYWHERE',
'AnywhereConfiguration': {
'Cost': 'string'
}
},
'LocationStates': [
{
'Location': 'string',
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND'
},
]
}
Response Structure
(dict) --
FleetAttributes (dict) --
The properties for the new fleet, including the current status. All fleets are placed in NEW
status on creation.
FleetId (string) --
A unique identifier for the fleet.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift fleet ARN, the resource ID matches the FleetId
value.
FleetType (string) --
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
InstanceType (string) --
The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
Description (string) --
A human-readable description of the fleet.
Name (string) --
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
BuildId (string) --
A unique identifier for the build resource that is deployed on instances in this fleet.
BuildArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId
value.
ScriptId (string) --
A unique identifier for the Realtime script resource that is deployed on instances in this fleet.
ScriptArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
value.
ServerLaunchPath (string) --
This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
ServerLaunchParameters (string) --
This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.
LogPaths (list) --
This parameter is no longer used. Game session log paths are now defined using the GameLift server API
ProcessReady()
logParameters
. See more information in the Server API Reference.
NewGameSessionProtectionPolicy (string) --
The type of game session protection to set on all new instances that are started in the fleet.
ACTIVE
status, it cannot be terminated during a scale-down event.OperatingSystem (string) --
The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
ResourceCreationLimitPolicy (dict) --
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
NewGameSessionsPerCreator (integer) --
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
PolicyPeriodInMinutes (integer) --
The time span used in evaluating the resource creation limit policy.
MetricGroups (list) --
Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
StoppedActions (list) --
A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.
InstanceRoleArn (string) --
A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
CertificateConfiguration (dict) --
Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate
.
CertificateType (string) --
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
ComputeType (string) --
The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.
AnywhereConfiguration (dict) --
GameLift Anywhere configuration options for your Anywhere fleets.
Cost (string) --
The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
LocationStates (list) --
The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW
. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.
(dict) --
A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.
Location (string) --
The fleet location, expressed as an Amazon Web Services Region code such as us-west-2
.
Status (string) --
The life-cycle status of a fleet location.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.UnsupportedRegionException
create_fleet_locations
(**kwargs)¶Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.
Note
This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature and were created after the feature was released in March 2021.
To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.
If successful, this operation returns the list of added locations with their status set to NEW
. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.
See also: AWS API Documentation
Request Syntax
response = client.create_fleet_locations(
FleetId='string',
Locations=[
{
'Location': 'string'
},
]
)
[REQUIRED]
A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.
[REQUIRED]
A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2
.
A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
An Amazon Web Services Region code, such as us-west-2
.
dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'LocationStates': [
{
'Location': 'string',
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND'
},
]
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that was updated with new locations.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
LocationStates (list) --
The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW
. During location creation, GameLift updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.
(dict) --
A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.
Location (string) --
The fleet location, expressed as an Amazon Web Services Region code such as us-west-2
.
Status (string) --
The life-cycle status of a fleet location.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidFleetStatusException
GameLift.Client.exceptions.UnsupportedRegionException
GameLift.Client.exceptions.ConflictException
create_game_server_group
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.
Before creating a new game server group, you must have the following:
To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.
Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.create_game_server_group(
GameServerGroupName='string',
RoleArn='string',
MinSize=123,
MaxSize=123,
LaunchTemplate={
'LaunchTemplateId': 'string',
'LaunchTemplateName': 'string',
'Version': 'string'
},
InstanceDefinitions=[
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
AutoScalingPolicy={
'EstimatedInstanceWarmup': 123,
'TargetTrackingConfiguration': {
'TargetValue': 123.0
}
},
BalancingStrategy='SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
GameServerProtectionPolicy='NO_PROTECTION'|'FULL_PROTECTION',
VpcSubnets=[
'string',
],
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
[REQUIRED]
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
[REQUIRED]
The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
[REQUIRED]
The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
[REQUIRED]
The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide . After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
Note
If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress
to "true". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.
A unique identifier for an existing Amazon EC2 launch template.
A readable identifier for an existing Amazon EC2 launch template.
The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.
[REQUIRED]
The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide . You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
An Amazon EC2 instance type designation.
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers"
to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.
Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers"
and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
Desired value to use with a game server group target-based scaling policy.
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.NO_PROTECTION
by default.A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'GameServerGroup': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServerGroup (dict) --
The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE
.
GameServerGroupName (string) --
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique ID for the game server group.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
InstanceDefinitions (list) --
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
InstanceType (string) --
An Amazon EC2 instance type designation.
WeightedCapacity (string) --
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
BalancingStrategy (string) --
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.GameServerProtectionPolicy (string) --
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
AutoScalingGroupArn (string) --
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
Status (string) --
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.StatusReason (string) --
Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
SuspendedActions (list) --
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
A timestamp that indicates when this game server group was last updated.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.LimitExceededException
create_game_session
(**kwargs)¶Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with StartGameSessionPlacement , which uses FleetIQ algorithms and queues to optimize the placement process.
When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE
status before a game session can be created in it.
This operation can be used in the following ways:
If successful, a workflow is initiated to start a new game session. A GameSession
object is returned containing the game session configuration and status. When the status is ACTIVE
, game session connection information is provided and player sessions can be created for the game session. 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 are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
See also: AWS API Documentation
Request Syntax
response = client.create_game_session(
FleetId='string',
AliasId='string',
MaximumPlayerSessionCount=123,
Name='string',
GameProperties=[
{
'Key': 'string',
'Value': 'string'
},
],
CreatorId='string',
GameSessionId='string',
IdempotencyToken='string',
GameSessionData='string',
Location='string'
)
[REQUIRED]
The maximum number of players that can be connected simultaneously to the game session.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
This parameter is deprecated. UseIdempotencyToken
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.
GameSession
object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.us-west-2
.dict
Response Syntax
{
'GameSession': {
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
}
}
Response Structure
(dict) --
GameSession (dict) --
Object that describes the newly created game session record.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
Exceptions
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidFleetStatusException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.FleetCapacityExceededException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.IdempotentParameterMismatchException
GameLift.Client.exceptions.UnsupportedRegionException
create_game_session_queue
(**kwargs)¶Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue
object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.
Learn more
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
See also: AWS API Documentation
Request Syntax
response = client.create_game_session_queue(
Name='string',
TimeoutInSeconds=123,
PlayerLatencyPolicies=[
{
'MaximumIndividualPlayerLatencyMilliseconds': 123,
'PolicyDurationSeconds': 123
},
],
Destinations=[
{
'DestinationArn': 'string'
},
],
FilterConfiguration={
'AllowedLocations': [
'string',
]
},
PriorityConfiguration={
'PriorityOrder': [
'LATENCY'|'COST'|'DESTINATION'|'LOCATION',
],
'LocationOrder': [
'string',
]
},
CustomEventData='string',
NotificationTarget='string',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
TIMED_OUT
status.A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
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.
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder
.The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'GameSessionQueue': {
'Name': 'string',
'GameSessionQueueArn': 'string',
'TimeoutInSeconds': 123,
'PlayerLatencyPolicies': [
{
'MaximumIndividualPlayerLatencyMilliseconds': 123,
'PolicyDurationSeconds': 123
},
],
'Destinations': [
{
'DestinationArn': 'string'
},
],
'FilterConfiguration': {
'AllowedLocations': [
'string',
]
},
'PriorityConfiguration': {
'PriorityOrder': [
'LATENCY'|'COST'|'DESTINATION'|'LOCATION',
],
'LocationOrder': [
'string',
]
},
'CustomEventData': 'string',
'NotificationTarget': 'string'
}
}
Response Structure
(dict) --
GameSessionQueue (dict) --
An object that describes the newly created game session queue.
Name (string) --
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
GameSessionQueueArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. In a GameLift game session queue ARN, the resource ID matches the Name value.
TimeoutInSeconds (integer) --
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
PlayerLatencyPolicies (list) --
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
(dict) --
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
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 (list) --
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
(dict) --
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
DestinationArn (string) --
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
FilterConfiguration (dict) --
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
AllowedLocations (list) --
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
PriorityConfiguration (dict) --
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
PriorityOrder (list) --
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder
.LocationOrder (list) --
The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
CustomEventData (string) --
Information that is added to all events that are related to this game session queue.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.TaggingFailedException
create_location
(**kwargs)¶Creates a custom location for use in an Anywhere fleet.
See also: AWS API Documentation
Request Syntax
response = client.create_location(
LocationName='string',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
A descriptive name for the custom location.
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'Location': {
'LocationName': 'string',
'LocationArn': 'string'
}
}
Response Structure
(dict) --
Location (dict) --
The details of the custom location you created.
LocationName (string) --
The location's name.
LocationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
create_matchmaking_configuration
(**kwargs)¶Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.
To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.
See also: AWS API Documentation
Request Syntax
response = client.create_matchmaking_configuration(
Name='string',
Description='string',
GameSessionQueueArns=[
'string',
],
RequestTimeoutSeconds=123,
AcceptanceTimeoutSeconds=123,
AcceptanceRequired=True|False,
RuleSetName='string',
NotificationTarget='string',
AdditionalPlayerCount=123,
CustomEventData='string',
GameProperties=[
{
'Key': 'string',
'Value': 'string'
},
],
GameSessionData='string',
BackfillMode='AUTOMATIC'|'MANUAL',
FlexMatchMode='STANDALONE'|'WITH_QUEUE',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do not set this parameter.
[REQUIRED]
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
[REQUIRED]
A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE
. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
[REQUIRED]
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
FlexMatchMode
is set to STANDALONE
.A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC
to have GameLift create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'Configuration': {
'Name': 'string',
'ConfigurationArn': 'string',
'Description': 'string',
'GameSessionQueueArns': [
'string',
],
'RequestTimeoutSeconds': 123,
'AcceptanceTimeoutSeconds': 123,
'AcceptanceRequired': True|False,
'RuleSetName': 'string',
'RuleSetArn': 'string',
'NotificationTarget': 'string',
'AdditionalPlayerCount': 123,
'CustomEventData': 'string',
'CreationTime': datetime(2015, 1, 1),
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'GameSessionData': 'string',
'BackfillMode': 'AUTOMATIC'|'MANUAL',
'FlexMatchMode': 'STANDALONE'|'WITH_QUEUE'
}
}
Response Structure
(dict) --
Configuration (dict) --
Object that describes the newly created matchmaking configuration.
Name (string) --
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
ConfigurationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.
Description (string) --
A descriptive label that is associated with matchmaking configuration.
GameSessionQueueArns (list) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
RequestTimeoutSeconds (integer) --
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
AcceptanceTimeoutSeconds (integer) --
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
AcceptanceRequired (boolean) --
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
RuleSetName (string) --
A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking rule set resource that this configuration uses.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive matchmaking notifications.
AdditionalPlayerCount (integer) --
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
CustomEventData (string) --
Information to attach to all events related to the matchmaking configuration.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
BackfillMode (string) --
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
FlexMatchMode (string) --
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
GameLift.Client.exceptions.TaggingFailedException
create_matchmaking_rule_set
(**kwargs)¶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. It also sets the parameters for acceptable player matches, such as minimum skill level or character type.
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 are 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
See also: AWS API Documentation
Request Syntax
response = client.create_matchmaking_rule_set(
Name='string',
RuleSetBody='string',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name
field in the rule set body.
[REQUIRED]
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'RuleSet': {
'RuleSetName': 'string',
'RuleSetArn': 'string',
'RuleSetBody': 'string',
'CreationTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
RuleSet (dict) --
The newly created matchmaking rule set.
RuleSetName (string) --
A unique identifier for the matchmaking rule set
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
RuleSetBody (string) --
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
GameLift.Client.exceptions.TaggingFailedException
create_player_session
(**kwargs)¶Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE
status and has a player creation policy of ACCEPT_ALL
. You can add a group of players to a game session with CreatePlayerSessions .
To create a player session, specify a game session ID, player ID, and optionally a set of player data.
If successful, a slot is reserved in the game session for the player and a new PlayerSessions
object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.create_player_session(
GameSessionId='string',
PlayerId='string',
PlayerData='string'
)
[REQUIRED]
A unique identifier for the game session to add a player to.
[REQUIRED]
A unique identifier for a player. Player IDs are developer-defined.
dict
Response Syntax
{
'PlayerSession': {
'PlayerSessionId': 'string',
'PlayerId': 'string',
'GameSessionId': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'RESERVED'|'ACTIVE'|'COMPLETED'|'TIMEDOUT',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerData': 'string'
}
}
Response Structure
(dict) --
PlayerSession (dict) --
Object that describes the newly created player session record.
PlayerSessionId (string) --
A unique identifier for a player session.
PlayerId (string) --
A unique identifier for a player that is associated with this player session.
GameSessionId (string) --
A unique identifier for the game session that the player session is connected to.
FleetId (string) --
A unique identifier for the fleet that the player's game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that the player's game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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. GameLift does not use this data, so it can be formatted as needed for use in the game.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidGameSessionStatusException
GameLift.Client.exceptions.GameSessionFullException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
create_player_sessions
(**kwargs)¶Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE
status and has a player creation policy of ACCEPT_ALL
. To add a single player to a game session, use CreatePlayerSession
To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.
If successful, a slot is reserved in the game session for each player, and new PlayerSession
objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.create_player_sessions(
GameSessionId='string',
PlayerIds=[
'string',
],
PlayerDataMap={
'string': 'string'
}
)
[REQUIRED]
A unique identifier for the game session to add players to.
[REQUIRED]
List of unique identifiers for the players to be added.
Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds
parameter are ignored.
dict
Response Syntax
{
'PlayerSessions': [
{
'PlayerSessionId': 'string',
'PlayerId': 'string',
'GameSessionId': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'RESERVED'|'ACTIVE'|'COMPLETED'|'TIMEDOUT',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerData': 'string'
},
]
}
Response Structure
(dict) --
PlayerSessions (list) --
A collection of player session objects created for the added players.
(dict) --
Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED
) or actual player activity in a game session (when status is ACTIVE
). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.
Related actions
PlayerSessionId (string) --
A unique identifier for a player session.
PlayerId (string) --
A unique identifier for a player that is associated with this player session.
GameSessionId (string) --
A unique identifier for the game session that the player session is connected to.
FleetId (string) --
A unique identifier for the fleet that the player's game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that the player's game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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. GameLift does not use this data, so it can be formatted as needed for use in the game.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidGameSessionStatusException
GameLift.Client.exceptions.GameSessionFullException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
create_script
(**kwargs)¶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:
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 actions
See also: AWS API Documentation
Request Syntax
response = client.create_script(
Name='string',
Version='string',
StorageLocation={
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
},
ZipFile=b'bytes',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip
.
A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference . Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{
'Script': {
'ScriptId': 'string',
'ScriptArn': 'string',
'Name': 'string',
'Version': 'string',
'SizeOnDisk': 123,
'CreationTime': datetime(2015, 1, 1),
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
}
}
Response Structure
(dict) --
Script (dict) --
The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
ScriptId (string) --
A unique identifier for the Realtime script
ScriptArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
Name (string) --
A descriptive label that is associated with a script. Script names do not need to be unique.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
SizeOnDisk (integer) --
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
StorageLocation (dict) --
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
Bucket (string) --
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
Key (string) --
The name of the zip file that contains the build files or script files.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
ObjectVersion (string) --
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
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 Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use 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 Amazon Web Services 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 Amazon Web Services 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 Amazon Web Services 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 Amazon Web Services 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 Amazon Web Services account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.create_vpc_peering_authorization(
GameLiftAwsAccountId='string',
PeerVpcId='string'
)
[REQUIRED]
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
[REQUIRED]
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
dict
Response Syntax
{
'VpcPeeringAuthorization': {
'GameLiftAwsAccountId': 'string',
'PeerVpcAwsAccountId': 'string',
'PeerVpcId': 'string',
'CreationTime': datetime(2015, 1, 1),
'ExpirationTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
VpcPeeringAuthorization (dict) --
Details on the requested VPC peering authorization, including expiration.
GameLiftAwsAccountId (string) --
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
PeerVpcAwsAccountId (string) --
The authorization's peer VPC Amazon Web Services account ID.
PeerVpcId (string) --
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
CreationTime (datetime) --
Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
ExpirationTime (datetime) --
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"
).
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
create_vpc_peering_connection
(**kwargs)¶Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services 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 use 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 Amazon Web Services 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 Amazon Web Services 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 connection 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 .
Related actions
See also: AWS API Documentation
Request Syntax
response = client.create_vpc_peering_connection(
FleetId='string',
PeerVpcAwsAccountId='string',
PeerVpcId='string'
)
[REQUIRED]
A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
[REQUIRED]
A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.
[REQUIRED]
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
delete_alias
(**kwargs)¶Deletes an alias. This operation 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.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.delete_alias(
AliasId='string'
)
[REQUIRED]
A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
delete_build
(**kwargs)¶Deletes a build. This operation permanently deletes the build resource and any uploaded build files. 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.
To delete a build, specify the build ID.
See also: AWS API Documentation
Request Syntax
response = client.delete_build(
BuildId='string'
)
[REQUIRED]
A unique identifier for the build to delete. You can use either the build ID or ARN value.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InvalidRequestException
delete_fleet
(**kwargs)¶Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations
separately.
Note
If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection.
To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING
. When completed, the status switches to TERMINATED
and the fleet event FLEET_DELETED
is sent.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.delete_fleet(
FleetId='string'
)
[REQUIRED]
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidFleetStatusException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.TaggingFailedException
delete_fleet_locations
(**kwargs)¶Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.
To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.
If successful, GameLift sets the location status to DELETING
, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED
.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.delete_fleet_locations(
FleetId='string',
Locations=[
'string',
]
)
[REQUIRED]
A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.
[REQUIRED]
The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2
.
dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'LocationStates': [
{
'Location': 'string',
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND'
},
]
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that location attributes are being deleted for.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
LocationStates (list) --
The remote locations that are being deleted, with each location status set to DELETING
.
(dict) --
A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.
Location (string) --
The fleet location, expressed as an Amazon Web Services Region code such as us-west-2
.
Status (string) --
The life-cycle status of a fleet location.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
delete_game_server_group
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:
To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE
or ERROR
status.
If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED
, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR
status.
GameLift FleetIQ emits delete events to Amazon CloudWatch.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.delete_game_server_group(
GameServerGroupName='string',
DeleteOption='SAFE_DELETE'|'FORCE_DELETE'|'RETAIN'
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
The type of delete to perform. Options include the following:
SAFE_DELETE
– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in UTILIZED
status.FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.RETAIN
– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.dict
Response Syntax
{
'GameServerGroup': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServerGroup (dict) --
An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED
.
GameServerGroupName (string) --
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique ID for the game server group.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
InstanceDefinitions (list) --
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
InstanceType (string) --
An Amazon EC2 instance type designation.
WeightedCapacity (string) --
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
BalancingStrategy (string) --
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.GameServerProtectionPolicy (string) --
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
AutoScalingGroupArn (string) --
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
Status (string) --
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.StatusReason (string) --
Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
SuspendedActions (list) --
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
A timestamp that indicates when this game server group was last updated.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
delete_game_session_queue
(**kwargs)¶Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.
See also: AWS API Documentation
Request Syntax
response = client.delete_game_session_queue(
Name='string'
)
[REQUIRED]
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
{}
Response Structure
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.TaggingFailedException
delete_location
(**kwargs)¶Deletes a custom location.
Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information see, DeregisterCompute.
See also: AWS API Documentation
Request Syntax
response = client.delete_location(
LocationName='string'
)
[REQUIRED]
The location name of the custom location to be deleted.
{}
Response Structure
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
delete_matchmaking_configuration
(**kwargs)¶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.
See also: AWS API Documentation
Request Syntax
response = client.delete_matchmaking_configuration(
Name='string'
)
[REQUIRED]
A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
{}
Response Structure
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
GameLift.Client.exceptions.TaggingFailedException
delete_matchmaking_rule_set
(**kwargs)¶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
See also: AWS API Documentation
Request Syntax
response = client.delete_matchmaking_rule_set(
Name='string'
)
[REQUIRED]
A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
{}
Response Structure
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.TaggingFailedException
delete_scaling_policy
(**kwargs)¶Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift 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, use StopFleetActions. This operation suspends all policies for the fleet.
See also: AWS API Documentation
Request Syntax
response = client.delete_scaling_policy(
Name='string',
FleetId='string'
)
[REQUIRED]
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
[REQUIRED]
A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
None
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
delete_script
(**kwargs)¶Deletes a Realtime script. This operation 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.
See also: AWS API Documentation
Request Syntax
response = client.delete_script(
ScriptId='string'
)
[REQUIRED]
A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.delete_vpc_peering_authorization(
GameLiftAwsAccountId='string',
PeerVpcId='string'
)
[REQUIRED]
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
[REQUIRED]
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
delete_vpc_peering_connection
(**kwargs)¶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..
Once a valid authorization exists, call this operation from the Amazon Web Services 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.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.delete_vpc_peering_connection(
FleetId='string',
VpcPeeringConnectionId='string'
)
[REQUIRED]
A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
[REQUIRED]
A unique identifier for a VPC peering connection.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
deregister_compute
(**kwargs)¶Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the compute.
See also: AWS API Documentation
Request Syntax
response = client.deregister_compute(
FleetId='string',
ComputeName='string'
)
[REQUIRED]
>A unique identifier for the fleet the compute resource is registered to.
[REQUIRED]
The name of the compute resource you want to delete.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
deregister_game_server
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.
To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.deregister_game_server(
GameServerGroupName='string',
GameServerId='string'
)
[REQUIRED]
A unique identifier for the game server group where the game server is running.
[REQUIRED]
A custom string that uniquely identifies the game server to deregister.
None
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
describe_alias
(**kwargs)¶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.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.describe_alias(
AliasId='string'
)
[REQUIRED]
The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
{
'Alias': {
'AliasId': 'string',
'Name': 'string',
'AliasArn': 'string',
'Description': 'string',
'RoutingStrategy': {
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
},
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
The requested alias resource.
A unique identifier for the alias. Alias IDs are unique within a Region.
A descriptive label that is associated with an alias. Alias names do not need to be unique.
The Amazon Resource Name ( ARN ) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift alias ARN, the resource ID matches the alias ID value.
A human-readable description of an alias.
The routing configuration, including routing type and fleet target, for the alias.
The type of routing strategy for the alias.
Possible routing types include the following:
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
The message text to be used with a terminal routing strategy.
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
describe_build
(**kwargs)¶Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.
See also: AWS API Documentation
Request Syntax
response = client.describe_build(
BuildId='string'
)
[REQUIRED]
A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.
{
'Build': {
'BuildId': 'string',
'BuildArn': 'string',
'Name': 'string',
'Version': 'string',
'Status': 'INITIALIZED'|'READY'|'FAILED',
'SizeOnDisk': 123,
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'CreationTime': datetime(2015, 1, 1),
'ServerSdkVersion': 'string'
}
}
Response Structure
Set of properties describing the requested build.
A unique identifier for the build.
The Amazon Resource Name ( ARN ) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
Version information associated with a build or script. Version strings do not need to be unique.
Current status of the build.
Possible build statuses include the following:
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
or when using a custom Amazon S3 storage location, this value is 0.
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.
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
The GameLift Server SDK version used to develop your game server.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
describe_compute
(**kwargs)¶Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. If successful, GameLift returns an object containing the build properties.
See also: AWS API Documentation
Request Syntax
response = client.describe_compute(
FleetId='string',
ComputeName='string'
)
[REQUIRED]
A unique identifier for the fleet the compute is registered to.
[REQUIRED]
A descriptive label that is associated with the compute resource registered to your fleet.
dict
Response Syntax
{
'Compute': {
'FleetId': 'string',
'FleetArn': 'string',
'ComputeName': 'string',
'ComputeArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'ComputeStatus': 'PENDING'|'ACTIVE'|'TERMINATING',
'Location': 'string',
'CreationTime': datetime(2015, 1, 1),
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Type': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'GameLiftServiceSdkEndpoint': 'string'
}
}
Response Structure
(dict) --
Compute (dict) --
The details of the compute resource you registered to the specified fleet.
FleetId (string) --
A unique identifier for the fleet that the compute is registered to.
FleetArn (string) --
The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
ComputeName (string) --
A descriptive label that is associated with the compute resource registered to your fleet.
ComputeArn (string) --
The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
IpAddress (string) --
The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
DnsName (string) --
The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
ComputeStatus (string) --
Current status of the compute. A compute must have an ACTIVE
status to host game sessions.
Location (string) --
The name of the custom location you added to the fleet that this compute resource resides in.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
OperatingSystem (string) --
The type of operating system on your compute resource.
Type (string) --
Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.
GameLiftServiceSdkEndpoint (string) --
The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
describe_ec2_instance_limits
(**kwargs)¶Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.
Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:
ap-northeast-1
with no location. The result is limits and usage data on all instance types that are deployed in us-east-2
, by all of the fleets that reside in ap-northeast-1
.us-east-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1
.eu-west-1
with location ca-central-1
. The result is limits and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that reside in eu-west-1
.This operation can be used in the following ways:
If successful, an EC2InstanceLimits
object is returned with limits and usage data for each requested instance type.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_ec2_instance_limits(
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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
Location='string'
)
us-west-2
.dict
Response Syntax
{
'EC2InstanceLimits': [
{
'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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'CurrentInstances': 123,
'InstanceLimit': 123,
'Location': 'string'
},
]
}
Response Structure
(dict) --
EC2InstanceLimits (list) --
The maximum number of instances for the specified instance type.
(dict) --
The GameLift service limits for an Amazon EC2 instance type and current utilization. GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.
EC2InstanceType (string) --
The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
CurrentInstances (integer) --
The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.
InstanceLimit (integer) --
The number of instances that is allowed for the specified instance type and location.
Location (string) --
An Amazon Web Services Region code, such as us-west-2
.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.UnsupportedRegionException
describe_fleet_attributes
(**kwargs)¶Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.
This operation can be used in the following ways:
When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet identifier is not found.
Note
Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_attributes(
FleetIds=[
'string',
],
Limit=123,
NextToken='string'
)
A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
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.dict
Response Syntax
{
'FleetAttributes': [
{
'FleetId': 'string',
'FleetArn': 'string',
'FleetType': 'ON_DEMAND'|'SPOT',
'InstanceType': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'Description': 'string',
'Name': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND',
'BuildId': 'string',
'BuildArn': 'string',
'ScriptId': 'string',
'ScriptArn': 'string',
'ServerLaunchPath': 'string',
'ServerLaunchParameters': 'string',
'LogPaths': [
'string',
],
'NewGameSessionProtectionPolicy': 'NoProtection'|'FullProtection',
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'ResourceCreationLimitPolicy': {
'NewGameSessionsPerCreator': 123,
'PolicyPeriodInMinutes': 123
},
'MetricGroups': [
'string',
],
'StoppedActions': [
'AUTO_SCALING',
],
'InstanceRoleArn': 'string',
'CertificateConfiguration': {
'CertificateType': 'DISABLED'|'GENERATED'
},
'ComputeType': 'EC2'|'ANYWHERE',
'AnywhereConfiguration': {
'Cost': 'string'
}
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
FleetAttributes (list) --
A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.
(dict) --
Describes a GameLift fleet of game hosting resources.
Related actions
FleetId (string) --
A unique identifier for the fleet.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift fleet ARN, the resource ID matches the FleetId
value.
FleetType (string) --
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
InstanceType (string) --
The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
Description (string) --
A human-readable description of the fleet.
Name (string) --
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
BuildId (string) --
A unique identifier for the build resource that is deployed on instances in this fleet.
BuildArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId
value.
ScriptId (string) --
A unique identifier for the Realtime script resource that is deployed on instances in this fleet.
ScriptArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
value.
ServerLaunchPath (string) --
This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
ServerLaunchParameters (string) --
This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.
LogPaths (list) --
This parameter is no longer used. Game session log paths are now defined using the GameLift server API
ProcessReady()
logParameters
. See more information in the Server API Reference.
NewGameSessionProtectionPolicy (string) --
The type of game session protection to set on all new instances that are started in the fleet.
ACTIVE
status, it cannot be terminated during a scale-down event.OperatingSystem (string) --
The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
ResourceCreationLimitPolicy (dict) --
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
NewGameSessionsPerCreator (integer) --
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
PolicyPeriodInMinutes (integer) --
The time span used in evaluating the resource creation limit policy.
MetricGroups (list) --
Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
StoppedActions (list) --
A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.
InstanceRoleArn (string) --
A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
CertificateConfiguration (dict) --
Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate
.
CertificateType (string) --
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
ComputeType (string) --
The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.
AnywhereConfiguration (dict) --
GameLift Anywhere configuration options for your Anywhere fleets.
Cost (string) --
The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
describe_fleet_capacity
(**kwargs)¶Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only.
This operation can be used in the following ways:
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. Each FleetCapacity object includes a Location
property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.
Note
Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_capacity(
FleetIds=[
'string',
],
Limit=123,
NextToken='string'
)
A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
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.dict
Response Syntax
{
'FleetCapacity': [
{
'FleetId': 'string',
'FleetArn': 'string',
'InstanceType': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'InstanceCounts': {
'DESIRED': 123,
'MINIMUM': 123,
'MAXIMUM': 123,
'PENDING': 123,
'ACTIVE': 123,
'IDLE': 123,
'TERMINATING': 123
},
'Location': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
FleetCapacity (list) --
A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.
(dict) --
Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Related actions
DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity
FleetId (string) --
A unique identifier for the fleet associated with the location.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
InstanceType (string) --
The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
InstanceCounts (dict) --
Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
DESIRED (integer) --
Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.
MINIMUM (integer) --
The minimum instance count value allowed.
MAXIMUM (integer) --
The maximum instance count value allowed.
PENDING (integer) --
Number of instances that are starting but not yet active.
ACTIVE (integer) --
Actual number of instances that are ready to host game sessions.
IDLE (integer) --
Number of active instances that are not currently hosting a game session.
TERMINATING (integer) --
Number of instances that are no longer active but haven't yet been terminated.
Location (string) --
The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2
.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
describe_fleet_events
(**kwargs)¶Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.
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
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_events(
FleetId='string',
StartTime=datetime(2015, 1, 1),
EndTime=datetime(2015, 1, 1),
Limit=123,
NextToken='string'
)
[REQUIRED]
A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'Events': [
{
'EventId': 'string',
'ResourceId': 'string',
'EventCode': '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'|'INSTANCE_RECYCLED',
'Message': 'string',
'EventTime': datetime(2015, 1, 1),
'PreSignedLogUrl': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Events (list) --
A collection of objects containing event log entries for the specified fleet.
(dict) --
Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
EventId (string) --
A unique identifier for a fleet event.
ResourceId (string) --
A unique identifier for an event resource, such as a fleet ID.
EventCode (string) --
The type of event being logged.
Fleet state transition events:
NEW
. Event messaging includes the fleet ID.NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation.DOWNLOADING
to VALIDATING
. GameLift has successfully downloaded the build and is now validating the build files.VALIDATING
to BUILDING
. GameLift has successfully verified the build files and is now running the installation scripts.BUILDING
to ACTIVATING
. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK.ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.ERROR
. Describe the fleet event message for more details.Fleet creation events (ordered by fleet creation activity):
ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl .VPC peering events:
Spot instance events:
Server process events:
Game session events:
Other fleet events:
Message (string) --
Additional information related to the event.
EventTime (datetime) --
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 GameLift console.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
describe_fleet_location_attributes
(**kwargs)¶Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.
This operation can be used in the following ways:
When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a LocationAttributes
object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes
.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_location_attributes(
FleetId='string',
Locations=[
'string',
],
Limit=123,
NextToken='string'
)
[REQUIRED]
A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2
.
NextToken
to get results as a set of sequential pages. This limit is not currently enforced.dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'LocationAttributes': [
{
'LocationState': {
'Location': 'string',
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND'
},
'StoppedActions': [
'AUTO_SCALING',
],
'UpdateStatus': 'PENDING_UPDATE'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that location attributes were requested for.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
LocationAttributes (list) --
Location-specific information on the requested fleet's remote locations.
(dict) --
Details about a location in a multi-location fleet.
LocationState (dict) --
A fleet location and its current life-cycle state.
Location (string) --
The fleet location, expressed as an Amazon Web Services Region code such as us-west-2
.
Status (string) --
The life-cycle status of a fleet location.
StoppedActions (list) --
A list of fleet actions that have been suspended in the fleet location.
UpdateStatus (string) --
The status of fleet activity updates to the location. The status PENDING_UPDATE
indicates that StopFleetActions
or StartFleetActions
has been requested but the update has not yet been completed for the location.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
describe_fleet_location_capacity
(**kwargs)¶Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity
).
To retrieve capacity data, identify a fleet and location.
If successful, a FleetCapacity
object is returned for the requested fleet location.
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_location_capacity(
FleetId='string',
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.
[REQUIRED]
The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
dict
Response Syntax
{
'FleetCapacity': {
'FleetId': 'string',
'FleetArn': 'string',
'InstanceType': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'InstanceCounts': {
'DESIRED': 123,
'MINIMUM': 123,
'MAXIMUM': 123,
'PENDING': 123,
'ACTIVE': 123,
'IDLE': 123,
'TERMINATING': 123
},
'Location': 'string'
}
}
Response Structure
(dict) --
FleetCapacity (dict) --
Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.
FleetId (string) --
A unique identifier for the fleet associated with the location.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
InstanceType (string) --
The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
InstanceCounts (dict) --
Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
DESIRED (integer) --
Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.
MINIMUM (integer) --
The minimum instance count value allowed.
MAXIMUM (integer) --
The maximum instance count value allowed.
PENDING (integer) --
Number of instances that are starting but not yet active.
ACTIVE (integer) --
Actual number of instances that are ready to host game sessions.
IDLE (integer) --
Number of active instances that are not currently hosting a game session.
TERMINATING (integer) --
Number of instances that are no longer active but haven't yet been terminated.
Location (string) --
The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2
.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
describe_fleet_location_utilization
(**kwargs)¶Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization
).
To retrieve utilization data, identify a fleet and location.
If successful, a FleetUtilization
object is returned for the requested fleet location.
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_location_utilization(
FleetId='string',
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.
[REQUIRED]
The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2
.
dict
Response Syntax
{
'FleetUtilization': {
'FleetId': 'string',
'FleetArn': 'string',
'ActiveServerProcessCount': 123,
'ActiveGameSessionCount': 123,
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Location': 'string'
}
}
Response Structure
(dict) --
FleetUtilization (dict) --
Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.
FleetId (string) --
A unique identifier for the fleet associated with the location.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
ActiveServerProcessCount (integer) --
The number of server processes in ACTIVE
status that are currently running across all instances in the fleet location.
ActiveGameSessionCount (integer) --
The number of active game sessions that are currently being hosted across all instances in the fleet location.
CurrentPlayerSessionCount (integer) --
The number of active player sessions that are currently being hosted across all instances in the fleet location.
MaximumPlayerSessionCount (integer) --
The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.
Location (string) --
The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2
.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
describe_fleet_port_settings
(**kwargs)¶Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range.
This operation can be used in the following ways:
If successful, a set of IpPermission
objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_port_settings(
FleetId='string',
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
us-west-2
.dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'InboundPermissions': [
{
'FromPort': 123,
'ToPort': 123,
'IpRange': 'string',
'Protocol': 'TCP'|'UDP'
},
],
'UpdateStatus': 'PENDING_UPDATE',
'Location': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that was requested.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
InboundPermissions (list) --
The port settings for the requested fleet ID.
(dict) --
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
FromPort (integer) --
A starting value for a range of allowed port numbers.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
ToPort (integer) --
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
IpRange (string) --
A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: " 000.000.000.000/[subnet mask]
" or optionally the shortened version " 0.0.0.0/[subnet mask]
".
Protocol (string) --
The network communication protocol used by the fleet.
UpdateStatus (string) --
The current status of updates to the fleet's port settings in the requested fleet location. A status of PENDING_UPDATE
indicates that an update was requested for the fleet but has not yet been completed for the location.
Location (string) --
The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2
.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.UnsupportedRegionException
describe_fleet_utilization
(**kwargs)¶Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.
This operation can be used in the following ways:
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, unless the fleet identifier is not found. Each fleet utilization object includes a Location
property, which is set to the fleet's home Region.
Note
Some API operations 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
See also: AWS API Documentation
Request Syntax
response = client.describe_fleet_utilization(
FleetIds=[
'string',
],
Limit=123,
NextToken='string'
)
A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
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.dict
Response Syntax
{
'FleetUtilization': [
{
'FleetId': 'string',
'FleetArn': 'string',
'ActiveServerProcessCount': 123,
'ActiveGameSessionCount': 123,
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Location': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
FleetUtilization (list) --
A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.
(dict) --
Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Related actions
FleetId (string) --
A unique identifier for the fleet associated with the location.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
ActiveServerProcessCount (integer) --
The number of server processes in ACTIVE
status that are currently running across all instances in the fleet location.
ActiveGameSessionCount (integer) --
The number of active game sessions that are currently being hosted across all instances in the fleet location.
CurrentPlayerSessionCount (integer) --
The number of active player sessions that are currently being hosted across all instances in the fleet location.
MaximumPlayerSessionCount (integer) --
The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.
Location (string) --
The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2
.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
describe_game_server
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.
To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_game_server(
GameServerGroupName='string',
GameServerId='string'
)
[REQUIRED]
A unique identifier for the game server group where the game server is running.
[REQUIRED]
A custom string that uniquely identifies the game server information to be retrieved.
dict
Response Syntax
{
'GameServer': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'GameServerId': 'string',
'InstanceId': 'string',
'ConnectionInfo': 'string',
'GameServerData': 'string',
'ClaimStatus': 'CLAIMED',
'UtilizationStatus': 'AVAILABLE'|'UTILIZED',
'RegistrationTime': datetime(2015, 1, 1),
'LastClaimTime': datetime(2015, 1, 1),
'LastHealthCheckTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServer (dict) --
Object that describes the requested game server.
GameServerGroupName (string) --
A unique identifier for the game server group where the game server is running.
GameServerGroupArn (string) --
The ARN identifier for the game server group where the game server is located.
GameServerId (string) --
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
ConnectionInfo (string) --
The port and IP address that must be used to establish a client connection to the game server.
GameServerData (string) --
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus (string) --
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus (string) --
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.RegistrationTime (datetime) --
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastClaimTime (datetime) --
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
LastHealthCheckTime (datetime) --
Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
describe_game_server_group
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.
To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup
object is returned.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_game_server_group(
GameServerGroupName='string'
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
{
'GameServerGroup': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
An object with the property settings for the requested game server group resource.
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
A generated unique ID for the game server group.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
An Amazon EC2 instance type designation.
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
A timestamp that indicates when this game server group was last updated.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
describe_game_server_instances
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers.
To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance
objects is returned.
This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_game_server_instances(
GameServerGroupName='string',
InstanceIds=[
'string',
],
Limit=123,
NextToken='string'
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this parameter empty.
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'GameServerInstances': [
{
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'InstanceId': 'string',
'InstanceStatus': 'ACTIVE'|'DRAINING'|'SPOT_TERMINATING'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameServerInstances (list) --
The collection of requested game server instances.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup
and with the EC2 launch template that was used when creating the game server group.
Retrieve game server instances for a game server group by calling DescribeGameServerInstances
.
GameServerGroupName (string) --
A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique identifier for the game server group that includes the game server instance.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
InstanceStatus (string) --
Current status of the game server instance
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
describe_game_session_details
(**kwargs)¶Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSessionDetail
object is returned for each game session that matches the request.
See also: AWS API Documentation
Request Syntax
response = client.describe_game_session_details(
FleetId='string',
GameSessionId='string',
AliasId='string',
Location='string',
StatusFilter='string',
Limit=123,
NextToken='string'
)
us-west-2
.ACTIVE
, TERMINATED
, ACTIVATING
and TERMINATING
(the last two are transitory).NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'GameSessionDetails': [
{
'GameSession': {
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
},
'ProtectionPolicy': 'NoProtection'|'FullProtection'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameSessionDetails (list) --
A collection of properties for each game session that matches the request.
(dict) --
A game session's properties plus the protection policy currently in force.
GameSession (dict) --
Object that describes a game session.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
ProtectionPolicy (string) --
Current status of protection for the game session.
ACTIVE
status, it cannot be terminated during a scale-down event.NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.UnsupportedRegionException
describe_game_session_placement
(**kwargs)¶Retrieves information, including current status, about a game session placement request.
To get game session placement details, specify the placement ID.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement
should only be used for games in development with low game session usage.
See also: AWS API Documentation
Request Syntax
response = client.describe_game_session_placement(
PlacementId='string'
)
[REQUIRED]
A unique identifier for a game session placement to retrieve.
{
'GameSessionPlacement': {
'PlacementId': 'string',
'GameSessionQueueName': 'string',
'Status': 'PENDING'|'FULFILLED'|'CANCELLED'|'TIMED_OUT'|'FAILED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'MaximumPlayerSessionCount': 123,
'GameSessionName': 'string',
'GameSessionId': 'string',
'GameSessionArn': 'string',
'GameSessionRegion': 'string',
'PlayerLatencies': [
{
'PlayerId': 'string',
'RegionIdentifier': 'string',
'LatencyInMilliseconds': ...
},
],
'StartTime': datetime(2015, 1, 1),
'EndTime': datetime(2015, 1, 1),
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlacedPlayerSessions': [
{
'PlayerId': 'string',
'PlayerSessionId': 'string'
},
],
'GameSessionData': 'string',
'MatchmakerData': 'string'
}
}
Response Structure
Object that describes the requested game session placement.
A unique identifier for a game session placement.
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Current status of the game session placement request.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
The maximum number of players that can be connected simultaneously to the game session.
A descriptive label that is associated with a game session. Session names do not need to be unique.
A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED
).
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.
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
).
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
A unique identifier for a player associated with the latency data.
Name of the Region that is associated with the latency value.
Amount of time that represents the time lag experienced by the player when connected to the specified Region.
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"
).
Time stamp indicating when this request was completed, canceled, or timed out.
The IP address of the game session. To connect to a 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
).
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
The port number for the game session. To connect to a 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
).
A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.
Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
A unique identifier for a player that is associated with this player session.
A unique identifier for a player session.
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session ).
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.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
describe_game_session_queues
(**kwargs)¶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. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_game_session_queues(
Names=[
'string',
],
Limit=123,
NextToken='string'
)
A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
NextToken
to get results as a set of sequential pages. You can request up to 50 results.dict
Response Syntax
{
'GameSessionQueues': [
{
'Name': 'string',
'GameSessionQueueArn': 'string',
'TimeoutInSeconds': 123,
'PlayerLatencyPolicies': [
{
'MaximumIndividualPlayerLatencyMilliseconds': 123,
'PolicyDurationSeconds': 123
},
],
'Destinations': [
{
'DestinationArn': 'string'
},
],
'FilterConfiguration': {
'AllowedLocations': [
'string',
]
},
'PriorityConfiguration': {
'PriorityOrder': [
'LATENCY'|'COST'|'DESTINATION'|'LOCATION',
],
'LocationOrder': [
'string',
]
},
'CustomEventData': 'string',
'NotificationTarget': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameSessionQueues (list) --
A collection of objects that describe the requested game session queues.
(dict) --
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
Name (string) --
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
GameSessionQueueArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. In a GameLift game session queue ARN, the resource ID matches the Name value.
TimeoutInSeconds (integer) --
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
PlayerLatencyPolicies (list) --
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
(dict) --
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
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 (list) --
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
(dict) --
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
DestinationArn (string) --
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
FilterConfiguration (dict) --
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
AllowedLocations (list) --
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
PriorityConfiguration (dict) --
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
PriorityOrder (list) --
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder
.LocationOrder (list) --
The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
CustomEventData (string) --
Information that is added to all events that are related to this game session queue.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
describe_game_sessions
(**kwargs)¶Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.
This operation can be used in the following ways:
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions
should only be used for games in development with low game session usage.
See also: AWS API Documentation
Request Syntax
response = client.describe_game_sessions(
FleetId='string',
GameSessionId='string',
AliasId='string',
Location='string',
StatusFilter='string',
Limit=123,
NextToken='string'
)
us-west-2
.ACTIVE
, TERMINATED
, ACTIVATING
, and TERMINATING
. The last two are transitory and used for only very brief periods of time.NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'GameSessions': [
{
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameSessions (list) --
A collection of properties for each game session that matches the request.
(dict) --
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.UnsupportedRegionException
describe_instances
(**kwargs)¶Retrieves information about a fleet's instances, including instance IDs, connection data, and status.
This operation can be used in the following ways:
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, an Instance
object is returned for each requested instance. Instances are not returned in any particular order.
See also: AWS API Documentation
Request Syntax
response = client.describe_instances(
FleetId='string',
InstanceId='string',
Limit=123,
NextToken='string',
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
NextToken
to get results as a set of sequential pages.us-west-2
.dict
Response Syntax
{
'Instances': [
{
'FleetId': 'string',
'FleetArn': 'string',
'InstanceId': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Type': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'Status': 'PENDING'|'ACTIVE'|'TERMINATING',
'CreationTime': datetime(2015, 1, 1),
'Location': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Instances (list) --
A collection of objects containing properties for each instance returned.
(dict) --
Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.
Related actions
FleetId (string) --
A unique identifier for the fleet that the instance is in.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
InstanceId (string) --
A unique identifier for the instance.
IpAddress (string) --
IP address that is assigned to the instance.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
OperatingSystem (string) --
Operating system that is running on this instance.
Type (string) --
Amazon EC2 instance type that defines the computing resources of this instance.
Status (string) --
Current status of the instance. Possible statuses include the following:
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Location (string) --
The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2
.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
describe_matchmaking
(**kwargs)¶Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.
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.
This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.
See also: AWS API Documentation
Request Syntax
response = client.describe_matchmaking(
TicketIds=[
'string',
]
)
[REQUIRED]
A unique identifier for a matchmaking ticket. You can include up to 10 ID values.
{
'TicketList': [
{
'TicketId': 'string',
'ConfigurationName': 'string',
'ConfigurationArn': 'string',
'Status': 'CANCELLED'|'COMPLETED'|'FAILED'|'PLACING'|'QUEUED'|'REQUIRES_ACCEPTANCE'|'SEARCHING'|'TIMED_OUT',
'StatusReason': 'string',
'StatusMessage': 'string',
'StartTime': datetime(2015, 1, 1),
'EndTime': datetime(2015, 1, 1),
'Players': [
{
'PlayerId': 'string',
'PlayerAttributes': {
'string': {
'S': 'string',
'N': 123.0,
'SL': [
'string',
],
'SDM': {
'string': 123.0
}
}
},
'Team': 'string',
'LatencyInMs': {
'string': 123
}
},
],
'GameSessionConnectionInfo': {
'GameSessionArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'MatchedPlayerSessions': [
{
'PlayerId': 'string',
'PlayerSessionId': 'string'
},
]
},
'EstimatedWaitTime': 123
},
]
}
Response Structure
A collection of existing matchmaking ticket objects matching the request.
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.
A unique identifier for a matchmaking ticket.
Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Current status of the matchmaking request.
StopMatchmaking
operation or a proposed match that one or more players failed to accept.Note
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
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.
Additional information about the current status.
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
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.
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
A unique identifier for a player
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue
object can use only one of the available properties.
For single string values. Maximum string length is 100 characters.
For number values, expressed as double.
For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
A unique identifier for the game session. Use the game session ID.
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
A collection of player session IDs, one for each player ID that was included in the original matchmaking request.
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
A unique identifier for a player
A unique identifier for a player session
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.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
describe_matchmaking_configurations
(**kwargs)¶Retrieves the details of FlexMatch matchmaking configurations.
This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, 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.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.describe_matchmaking_configurations(
Names=[
'string',
],
RuleSetName='string',
Limit=123,
NextToken='string'
)
A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
NextToken
to get results as a set of sequential pages. This parameter is limited to 10.dict
Response Syntax
{
'Configurations': [
{
'Name': 'string',
'ConfigurationArn': 'string',
'Description': 'string',
'GameSessionQueueArns': [
'string',
],
'RequestTimeoutSeconds': 123,
'AcceptanceTimeoutSeconds': 123,
'AcceptanceRequired': True|False,
'RuleSetName': 'string',
'RuleSetArn': 'string',
'NotificationTarget': 'string',
'AdditionalPlayerCount': 123,
'CustomEventData': 'string',
'CreationTime': datetime(2015, 1, 1),
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'GameSessionData': 'string',
'BackfillMode': 'AUTOMATIC'|'MANUAL',
'FlexMatchMode': 'STANDALONE'|'WITH_QUEUE'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Configurations (list) --
A collection of requested matchmaking configurations.
(dict) --
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Name (string) --
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
ConfigurationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.
Description (string) --
A descriptive label that is associated with matchmaking configuration.
GameSessionQueueArns (list) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
RequestTimeoutSeconds (integer) --
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
AcceptanceTimeoutSeconds (integer) --
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
AcceptanceRequired (boolean) --
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
RuleSetName (string) --
A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking rule set resource that this configuration uses.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive matchmaking notifications.
AdditionalPlayerCount (integer) --
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
CustomEventData (string) --
Information to attach to all events related to the matchmaking configuration.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
BackfillMode (string) --
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
FlexMatchMode (string) --
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
describe_matchmaking_rule_sets
(**kwargs)¶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
See also: AWS API Documentation
Request Syntax
response = client.describe_matchmaking_rule_sets(
Names=[
'string',
],
Limit=123,
NextToken='string'
)
A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'RuleSets': [
{
'RuleSetName': 'string',
'RuleSetArn': 'string',
'RuleSetBody': 'string',
'CreationTime': datetime(2015, 1, 1)
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
RuleSets (list) --
A collection of requested matchmaking rule set objects.
(dict) --
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.
RuleSetName (string) --
A unique identifier for the matchmaking rule set
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
RuleSetBody (string) --
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
CreationTime (datetime) --
A 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) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
describe_player_sessions
(**kwargs)¶Retrieves properties for one or more player sessions.
This action can be used in the following ways:
To request player sessions, specify either a player session ID, game session ID, or 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 that matches the request.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.describe_player_sessions(
GameSessionId='string',
PlayerId='string',
PlayerSessionId='string',
PlayerSessionStatusFilter='string',
Limit=123,
NextToken='string'
)
Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.
Possible player session statuses include the following:
NextToken
to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.dict
Response Syntax
{
'PlayerSessions': [
{
'PlayerSessionId': 'string',
'PlayerId': 'string',
'GameSessionId': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'RESERVED'|'ACTIVE'|'COMPLETED'|'TIMEDOUT',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerData': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
PlayerSessions (list) --
A collection of objects containing properties for each player session that matches the request.
(dict) --
Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED
) or actual player activity in a game session (when status is ACTIVE
). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.
Related actions
PlayerSessionId (string) --
A unique identifier for a player session.
PlayerId (string) --
A unique identifier for a player that is associated with this player session.
GameSessionId (string) --
A unique identifier for the game session that the player session is connected to.
FleetId (string) --
A unique identifier for the fleet that the player's game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that the player's game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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. GameLift does not use this data, so it can be formatted as needed for use in the game.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
describe_runtime_configuration
(**kwargs)¶Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.
To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.
If successful, a RuntimeConfiguration
object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.
See also: AWS API Documentation
Request Syntax
response = client.describe_runtime_configuration(
FleetId='string'
)
[REQUIRED]
A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
{
'RuntimeConfiguration': {
'ServerProcesses': [
{
'LaunchPath': 'string',
'Parameters': 'string',
'ConcurrentExecutions': 123
},
],
'MaxConcurrentGameSessionActivations': 123,
'GameSessionActivationTimeoutSeconds': 123
}
}
Response Structure
Instructions that describe how server processes should be launched and maintained on each instance in the fleet.
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
The location of a game build executable or the Realtime script file that contains the Init()
function. Game builds and Realtime scripts are installed on instances at the root:
C:\game
. Example: " C:\game\MyGame\server.exe
"/local/game
. Examples: " /local/game/MyGame/server.exe
" or " /local/game/MyRealtimeScript.js
"An optional list of parameters to pass to the server executable or Realtime script on launch.
The number of server processes using this configuration that run concurrently on each instance.
The number of game sessions in status ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING
. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED
.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
describe_scaling_policies
(**kwargs)¶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. This operation does not affect the status of the scaling policies, which remains ACTIVE.
See also: AWS API Documentation
Request Syntax
response = client.describe_scaling_policies(
FleetId='string',
StatusFilter='ACTIVE'|'UPDATE_REQUESTED'|'UPDATING'|'DELETE_REQUESTED'|'DELETING'|'DELETED'|'ERROR',
Limit=123,
NextToken='string',
Location='string'
)
[REQUIRED]
A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE
status.
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'ScalingPolicies': [
{
'FleetId': 'string',
'FleetArn': 'string',
'Name': 'string',
'Status': 'ACTIVE'|'UPDATE_REQUESTED'|'UPDATING'|'DELETE_REQUESTED'|'DELETING'|'DELETED'|'ERROR',
'ScalingAdjustment': 123,
'ScalingAdjustmentType': 'ChangeInCapacity'|'ExactCapacity'|'PercentChangeInCapacity',
'ComparisonOperator': 'GreaterThanOrEqualToThreshold'|'GreaterThanThreshold'|'LessThanThreshold'|'LessThanOrEqualToThreshold',
'Threshold': 123.0,
'EvaluationPeriods': 123,
'MetricName': 'ActivatingGameSessions'|'ActiveGameSessions'|'ActiveInstances'|'AvailableGameSessions'|'AvailablePlayerSessions'|'CurrentPlayerSessions'|'IdleInstances'|'PercentAvailableGameSessions'|'PercentIdleInstances'|'QueueDepth'|'WaitTime'|'ConcurrentActivatableGameSessions',
'PolicyType': 'RuleBased'|'TargetBased',
'TargetConfiguration': {
'TargetValue': 123.0
},
'UpdateStatus': 'PENDING_UPDATE',
'Location': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
ScalingPolicies (list) --
A collection of objects containing the scaling policies matching the request.
(dict) --
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
FleetId (string) --
A unique identifier for the fleet that is associated with this scaling policy.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Name (string) --
A descriptive label that is associated with a fleet's 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. If the policy is suspended for a fleet, the policy status does not change.
ScalingAdjustment (integer) --
Amount of adjustment to make, based on the scaling adjustment type.
ScalingAdjustmentType (string) --
The type of adjustment to make to a fleet's instance count.
ComparisonOperator (string) --
Comparison operator to use when measuring a metric against the threshold value.
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.
PolicyType (string) --
The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration . For a rule-based policy set the following parameters: MetricName , ComparisonOperator , Threshold , EvaluationPeriods , ScalingAdjustmentType , and ScalingAdjustment .
TargetConfiguration (dict) --
An object that contains settings for a target-based scaling policy.
TargetValue (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).
UpdateStatus (string) --
The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE
indicates that an update was requested for the fleet but has not yet been completed for the location.
Location (string) --
The fleet location.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
describe_script
(**kwargs)¶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.
See also: AWS API Documentation
Request Syntax
response = client.describe_script(
ScriptId='string'
)
[REQUIRED]
A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.
{
'Script': {
'ScriptId': 'string',
'ScriptArn': 'string',
'Name': 'string',
'Version': 'string',
'SizeOnDisk': 123,
'CreationTime': datetime(2015, 1, 1),
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
}
}
Response Structure
A set of properties describing the requested script.
A unique identifier for the Realtime script
The Amazon Resource Name ( ARN ) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
A descriptive label that is associated with a script. Script names do not need to be unique.
Version information associated with a build or script. Version strings do not need to be unique.
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.describe_vpc_peering_authorizations()
{
'VpcPeeringAuthorizations': [
{
'GameLiftAwsAccountId': 'string',
'PeerVpcAwsAccountId': 'string',
'PeerVpcId': 'string',
'CreationTime': datetime(2015, 1, 1),
'ExpirationTime': datetime(2015, 1, 1)
},
]
}
Response Structure
A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
Related actions
A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
The authorization's peer VPC Amazon Web Services account ID.
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
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"
).
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
describe_vpc_peering_connections
(**kwargs)¶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 Amazon Web Services 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.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.describe_vpc_peering_connections(
FleetId='string'
)
{
'VpcPeeringConnections': [
{
'FleetId': 'string',
'FleetArn': 'string',
'IpV4CidrBlock': 'string',
'VpcPeeringConnectionId': 'string',
'Status': {
'Code': 'string',
'Message': 'string'
},
'PeerVpcId': 'string',
'GameLiftVpcId': 'string'
},
]
}
Response Structure
A collection of VPC peering connection records that match the request.
Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
Related actions
A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.
The Amazon Resource Name ( ARN ) associated with the GameLift fleet resource for this connection.
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.
A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.
The status information about the connection. Status indicates if a connection is pending, successful, or failed.
Code indicating the status of a VPC peering connection.
Additional messaging associated with the connection status.
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
get_compute_access
(**kwargs)¶Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, 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 CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to.
See also: AWS API Documentation
Request Syntax
response = client.get_compute_access(
FleetId='string',
ComputeName='string'
)
[REQUIRED]
A unique identifier for the fleet that the compute resource is registered to.
[REQUIRED]
The name of the compute resource you are requesting credentials for.
dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'ComputeName': 'string',
'ComputeArn': 'string',
'Credentials': {
'AccessKeyId': 'string',
'SecretAccessKey': 'string',
'SessionToken': 'string'
}
}
Response Structure
(dict) --
FleetId (string) --
The fleet ID of compute resource.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
ComputeName (string) --
The name of the compute resource you requested credentials for.
ComputeArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Credentials (dict) --
The access credentials for the compute resource.
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.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
get_compute_auth_token
(**kwargs)¶Requests an authorization token from GameLift. The authorization token is used by your game server to authenticate with GameLift. Each authentication token has an expiration token. To continue using the compute resource to host your game server, regularly retrieve a new authorization token.
See also: AWS API Documentation
Request Syntax
response = client.get_compute_auth_token(
FleetId='string',
ComputeName='string'
)
[REQUIRED]
A unique identifier for the fleet that the compute is registered to.
[REQUIRED]
The name of the compute resource you are requesting the authorization token for.
dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'ComputeName': 'string',
'ComputeArn': 'string',
'AuthToken': 'string',
'ExpirationTimestamp': datetime(2015, 1, 1)
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that the compute is registered to.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
ComputeName (string) --
The name of the compute resource you are requesting the authorization token for.
ComputeArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
AuthToken (string) --
The authorization token that your game server uses to authenticate with GameLift.
ExpirationTimestamp (datetime) --
The amount of time until the authorization token is no longer valid. To continue using the compute resource for game server hosting, renew the authorization token by using this operation again.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
get_game_session_log_url
(**kwargs)¶Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
Note
See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
See also: AWS API Documentation
Request Syntax
response = client.get_game_session_log_url(
GameSessionId='string'
)
[REQUIRED]
A unique identifier for the game session to get logs for.
{
'PreSignedUrl': 'string'
}
Response Structure
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.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
get_instance_access
(**kwargs)¶Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.
To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, 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 CLI, saving the secret can be handled as part of the GetInstanceAccess
request, as shown in one of the examples for this operation.
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.
See also: AWS API Documentation
Request Syntax
response = client.get_instance_access(
FleetId='string',
InstanceId='string'
)
[REQUIRED]
A unique identifier for the fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. The fleet can be in any of the following statuses: ACTIVATING
, ACTIVE
, or ERROR
. Fleets with an ERROR
status may be accessible for a short time before they are deleted.
[REQUIRED]
A unique identifier for the instance you want to get access to. You can access an instance in any status.
dict
Response Syntax
{
'InstanceAccess': {
'FleetId': 'string',
'InstanceId': 'string',
'IpAddress': 'string',
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Credentials': {
'UserName': 'string',
'Secret': 'string'
}
}
}
Response Structure
(dict) --
InstanceAccess (dict) --
The connection information for a fleet instance, including IP address and access credentials.
FleetId (string) --
A unique identifier for the fleet containing the instance being accessed.
InstanceId (string) --
A unique identifier for the instance being accessed.
IpAddress (string) --
IP address that is assigned to the instance.
OperatingSystem (string) --
Operating system that is running on the instance.
Credentials (dict) --
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.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
get_paginator
(operation_name)¶Create a paginator for an operation.
create_foo
, and you'd normally invoke the
operation as client.create_foo(**kwargs)
, if the
create_foo
operation can be paginated, you can use the
call client.get_paginator("create_foo")
.client.can_paginate
method to
check if an operation is pageable.get_waiter
(waiter_name)¶Returns an object that can wait for some condition.
list_aliases
(**kwargs)¶Retrieves all aliases for this Amazon Web Services 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.
See also: AWS API Documentation
Request Syntax
response = client.list_aliases(
RoutingStrategyType='SIMPLE'|'TERMINAL',
Name='string',
Limit=123,
NextToken='string'
)
The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.
Possible routing types include the following:
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'Aliases': [
{
'AliasId': 'string',
'Name': 'string',
'AliasArn': 'string',
'Description': 'string',
'RoutingStrategy': {
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
},
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Aliases (list) --
A collection of alias resources that match the request parameters.
(dict) --
Properties that describe an alias resource.
Related actions
AliasId (string) --
A unique identifier for the alias. Alias IDs are unique within a Region.
Name (string) --
A descriptive label that is associated with an alias. Alias names do not need to be unique.
AliasArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift alias ARN, the resource ID matches the alias ID value.
Description (string) --
A human-readable description of an alias.
RoutingStrategy (dict) --
The routing configuration, including routing type and fleet target, for the alias.
Type (string) --
The type of routing strategy for the alias.
Possible routing types include the following:
FleetId (string) --
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
Message (string) --
The message text to be used with a terminal routing strategy.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
list_builds
(**kwargs)¶Retrieves build resources for all builds associated with the Amazon Web Services 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 resources are not listed in any particular order.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.list_builds(
Status='INITIALIZED'|'READY'|'FAILED',
Limit=123,
NextToken='string'
)
Build status to filter results by. To retrieve all builds, leave this parameter empty.
Possible build statuses include the following:
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'Builds': [
{
'BuildId': 'string',
'BuildArn': 'string',
'Name': 'string',
'Version': 'string',
'Status': 'INITIALIZED'|'READY'|'FAILED',
'SizeOnDisk': 123,
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'CreationTime': datetime(2015, 1, 1),
'ServerSdkVersion': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Builds (list) --
A collection of build resources that match the request.
(dict) --
Properties describing a custom game build.
BuildId (string) --
A unique identifier for the build.
BuildArn (string) --
The Amazon Resource Name ( ARN ) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
Name (string) --
A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
Status (string) --
Current status of the build.
Possible build statuses include the following:
SizeOnDisk (integer) --
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
or when using a custom Amazon S3 storage location, this value is 0.
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.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
ServerSdkVersion (string) --
The GameLift Server SDK version used to develop your game server.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
list_compute
(**kwargs)¶Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the result set by location.
See also: AWS API Documentation
Request Syntax
response = client.list_compute(
FleetId='string',
Location='string',
Limit=123,
NextToken='string'
)
[REQUIRED]
A unique identifier for the fleet the compute resources are registered to.
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'ComputeList': [
{
'FleetId': 'string',
'FleetArn': 'string',
'ComputeName': 'string',
'ComputeArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'ComputeStatus': 'PENDING'|'ACTIVE'|'TERMINATING',
'Location': 'string',
'CreationTime': datetime(2015, 1, 1),
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Type': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'GameLiftServiceSdkEndpoint': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
ComputeList (list) --
A list of compute resources registered to the fleet you specified.
(dict) --
Resources used to host your game servers. A compute resource can be managed GameLift Amazon EC2 instances or your own resources.
FleetId (string) --
A unique identifier for the fleet that the compute is registered to.
FleetArn (string) --
The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
ComputeName (string) --
A descriptive label that is associated with the compute resource registered to your fleet.
ComputeArn (string) --
The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
IpAddress (string) --
The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
DnsName (string) --
The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
ComputeStatus (string) --
Current status of the compute. A compute must have an ACTIVE
status to host game sessions.
Location (string) --
The name of the custom location you added to the fleet that this compute resource resides in.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
OperatingSystem (string) --
The type of operating system on your compute resource.
Type (string) --
Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.
GameLiftServiceSdkEndpoint (string) --
The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
list_fleets
(**kwargs)¶Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html or specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.
This operation can be used in the following ways:
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.
See also: AWS API Documentation
Request Syntax
response = client.list_fleets(
BuildId='string',
ScriptId='string',
Limit=123,
NextToken='string'
)
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'FleetIds': [
'string',
],
'NextToken': 'string'
}
Response Structure
(dict) --
FleetIds (list) --
A set of fleet IDs that match the list request.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
list_game_server_groups
(**kwargs)¶Lists a game server groups.
See also: AWS API Documentation
Request Syntax
response = client.list_game_server_groups(
Limit=123,
NextToken='string'
)
dict
Response Syntax
{
'GameServerGroups': [
{
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameServerGroups (list) --
The game server groups' game server groups.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group.
A game server group is created by a successful call to CreateGameServerGroup
and deleted by calling DeleteGameServerGroup
. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup
and ResumeGameServerGroup
, respectively.
GameServerGroupName (string) --
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique ID for the game server group.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
InstanceDefinitions (list) --
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
InstanceType (string) --
An Amazon EC2 instance type designation.
WeightedCapacity (string) --
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
BalancingStrategy (string) --
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.GameServerProtectionPolicy (string) --
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
AutoScalingGroupArn (string) --
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
Status (string) --
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.StatusReason (string) --
Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
SuspendedActions (list) --
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
A timestamp that indicates when this game server group was last updated.
NextToken (string) --
Specify the pagination token from a previous request to retrieve the next page of results.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
list_game_servers
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.list_game_servers(
GameServerGroupName='string',
SortOrder='ASCENDING'|'DESCENDING',
Limit=123,
NextToken='string'
)
[REQUIRED]
An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
ASCENDING
to retrieve oldest game servers first, or use DESCENDING
to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'GameServers': [
{
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'GameServerId': 'string',
'InstanceId': 'string',
'ConnectionInfo': 'string',
'GameServerData': 'string',
'ClaimStatus': 'CLAIMED',
'UtilizationStatus': 'AVAILABLE'|'UTILIZED',
'RegistrationTime': datetime(2015, 1, 1),
'LastClaimTime': datetime(2015, 1, 1),
'LastHealthCheckTime': datetime(2015, 1, 1)
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameServers (list) --
A collection of game server objects that match the request.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
Properties describing a game server that is running on an instance in a game server group.
A game server is created by a successful call to RegisterGameServer
and deleted by calling DeregisterGameServer
. A game server is claimed to host a game session by calling ClaimGameServer
.
GameServerGroupName (string) --
A unique identifier for the game server group where the game server is running.
GameServerGroupArn (string) --
The ARN identifier for the game server group where the game server is located.
GameServerId (string) --
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
ConnectionInfo (string) --
The port and IP address that must be used to establish a client connection to the game server.
GameServerData (string) --
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus (string) --
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus (string) --
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.RegistrationTime (datetime) --
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastClaimTime (datetime) --
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
LastHealthCheckTime (datetime) --
Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
list_locations
(**kwargs)¶Lists all custom and Amazon Web Services locations.
See also: AWS API Documentation
Request Syntax
response = client.list_locations(
Filters=[
'AWS'|'CUSTOM',
],
Limit=123,
NextToken='string'
)
Filters the list for AWS
or CUSTOM
locations.
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'Locations': [
{
'LocationName': 'string',
'LocationArn': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Locations (list) --
A collection of locations.
(dict) --
Properties of a location
LocationName (string) --
The location's name.
LocationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
list_scripts
(**kwargs)¶Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.
See also: AWS API Documentation
Request Syntax
response = client.list_scripts(
Limit=123,
NextToken='string'
)
NextToken
to get results as a set of sequential pages.dict
Response Syntax
{
'Scripts': [
{
'ScriptId': 'string',
'ScriptArn': 'string',
'Name': 'string',
'Version': 'string',
'SizeOnDisk': 123,
'CreationTime': datetime(2015, 1, 1),
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
Scripts (list) --
A set of properties describing the requested script.
(dict) --
Properties describing a Realtime script.
Related actions
ScriptId (string) --
A unique identifier for the Realtime script
ScriptArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
Name (string) --
A descriptive label that is associated with a script. Script names do not need to be unique.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
SizeOnDisk (integer) --
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
StorageLocation (dict) --
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
Bucket (string) --
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
Key (string) --
The name of the zip file that contains the build files or script files.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
ObjectVersion (string) --
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InternalServiceException
Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
To list tags for a resource, specify the unique ARN value for the resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
See also: AWS API Documentation
Request Syntax
response = client.list_tags_for_resource(
ResourceARN='string'
)
[REQUIRED]
The Amazon Resource Name ( ARN ) that is assigned to and uniquely identifies the GameLift resource that you want to retrieve tags for. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
{
'Tags': [
{
'Key': 'string',
'Value': 'string'
},
]
}
Response Structure
The collection of tags that have been assigned to the specified resource.
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
put_scaling_policy
(**kwargs)¶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.
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.
See also: AWS API Documentation
Request Syntax
response = client.put_scaling_policy(
Name='string',
FleetId='string',
ScalingAdjustment=123,
ScalingAdjustmentType='ChangeInCapacity'|'ExactCapacity'|'PercentChangeInCapacity',
Threshold=123.0,
ComparisonOperator='GreaterThanOrEqualToThreshold'|'GreaterThanThreshold'|'LessThanThreshold'|'LessThanOrEqualToThreshold',
EvaluationPeriods=123,
MetricName='ActivatingGameSessions'|'ActiveGameSessions'|'ActiveInstances'|'AvailableGameSessions'|'AvailablePlayerSessions'|'CurrentPlayerSessions'|'IdleInstances'|'PercentAvailableGameSessions'|'PercentIdleInstances'|'QueueDepth'|'WaitTime'|'ConcurrentActivatableGameSessions',
PolicyType='RuleBased'|'TargetBased',
TargetConfiguration={
'TargetValue': 123.0
}
)
[REQUIRED]
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
[REQUIRED]
A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
The type of adjustment to make to a fleet's instance count:
[REQUIRED]
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.
An object that contains settings for a target-based scaling policy.
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).
dict
Response Syntax
{
'Name': 'string'
}
Response Structure
(dict) --
Name (string) --
A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
register_compute
(**kwargs)¶Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, you can monitor and manage your compute using GameLift. The operation returns the compute resource containing SDK endpoint you can use to connect your game server to GameLift.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.register_compute(
FleetId='string',
ComputeName='string',
CertificatePath='string',
DnsName='string',
IpAddress='string',
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
[REQUIRED]
A descriptive label that is associated with the compute resource registered to your fleet.
dict
Response Syntax
{
'Compute': {
'FleetId': 'string',
'FleetArn': 'string',
'ComputeName': 'string',
'ComputeArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'ComputeStatus': 'PENDING'|'ACTIVE'|'TERMINATING',
'Location': 'string',
'CreationTime': datetime(2015, 1, 1),
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Type': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'GameLiftServiceSdkEndpoint': 'string'
}
}
Response Structure
(dict) --
Compute (dict) --
The details of the compute resource you registered to the specified fleet.
FleetId (string) --
A unique identifier for the fleet that the compute is registered to.
FleetArn (string) --
The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
ComputeName (string) --
A descriptive label that is associated with the compute resource registered to your fleet.
ComputeArn (string) --
The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
IpAddress (string) --
The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
DnsName (string) --
The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
ComputeStatus (string) --
Current status of the compute. A compute must have an ACTIVE
status to host game sessions.
Location (string) --
The name of the custom location you added to the fleet that this compute resource resides in.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
OperatingSystem (string) --
The type of operating system on your compute resource.
Type (string) --
Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.
GameLiftServiceSdkEndpoint (string) --
The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.InternalServiceException
register_game_server
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.
To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status AVAILABLE
. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.register_game_server(
GameServerGroupName='string',
GameServerId='string',
InstanceId='string',
ConnectionInfo='string',
GameServerData='string'
)
[REQUIRED]
A unique identifier for the game server group where the game server is running.
[REQUIRED]
A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
[REQUIRED]
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
dict
Response Syntax
{
'GameServer': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'GameServerId': 'string',
'InstanceId': 'string',
'ConnectionInfo': 'string',
'GameServerData': 'string',
'ClaimStatus': 'CLAIMED',
'UtilizationStatus': 'AVAILABLE'|'UTILIZED',
'RegistrationTime': datetime(2015, 1, 1),
'LastClaimTime': datetime(2015, 1, 1),
'LastHealthCheckTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServer (dict) --
Object that describes the newly registered game server.
GameServerGroupName (string) --
A unique identifier for the game server group where the game server is running.
GameServerGroupArn (string) --
The ARN identifier for the game server group where the game server is located.
GameServerId (string) --
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
ConnectionInfo (string) --
The port and IP address that must be used to establish a client connection to the game server.
GameServerData (string) --
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus (string) --
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus (string) --
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.RegistrationTime (datetime) --
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastClaimTime (datetime) --
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
LastHealthCheckTime (datetime) --
Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.InternalServiceException
request_upload_credentials
(**kwargs)¶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 GameSession.
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.
See also: AWS API Documentation
Request Syntax
response = client.request_upload_credentials(
BuildId='string'
)
[REQUIRED]
A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
{
'UploadCredentials': {
'AccessKeyId': 'string',
'SecretAccessKey': 'string',
'SessionToken': 'string'
},
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
}
Response Structure
Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
Temporary key allowing access to the Amazon GameLift S3 account.
Temporary secret key allowing access to the Amazon GameLift S3 account.
Token used to associate a specific build ID with the files uploaded using these credentials.
Amazon S3 path and key, identifying where the game build files are stored.
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
resolve_alias
(**kwargs)¶Retrieves the fleet ID that an alias is currently pointing to.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.resolve_alias(
AliasId='string'
)
[REQUIRED]
The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
{
'FleetId': 'string',
'FleetArn': 'string'
}
Response Structure
The fleet identifier that the alias is pointing to.
The Amazon Resource Name ( ARN ) associated with the GameLift fleet resource that this alias points to.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.InternalServiceException
resume_game_server_group
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.
To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup
object is returned showing that the resumed activity is no longer listed in SuspendedActions
.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.resume_game_server_group(
GameServerGroupName='string',
ResumeActions=[
'REPLACE_INSTANCE_TYPES',
]
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
[REQUIRED]
The activity to resume for this game server group.
dict
Response Syntax
{
'GameServerGroup': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServerGroup (dict) --
An object that describes the game server group resource, with the SuspendedActions
property updated to reflect the resumed activity.
GameServerGroupName (string) --
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique ID for the game server group.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
InstanceDefinitions (list) --
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
InstanceType (string) --
An Amazon EC2 instance type designation.
WeightedCapacity (string) --
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
BalancingStrategy (string) --
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.GameServerProtectionPolicy (string) --
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
AutoScalingGroupArn (string) --
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
Status (string) --
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.StatusReason (string) --
Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
SuspendedActions (list) --
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
A timestamp that indicates when this game server group was last updated.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
search_game_sessions
(**kwargs)¶Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.
This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions
should only be used for games in development with low game session usage.
When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.
This operation can be used in the following ways:
Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession
object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE
status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions .
You can search or sort by the following game session attributes:
GameSessionId
or GameSessionArn
value.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.Note
Returned values forplayerSessionCount
andhasAvailablePlayerSessions
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.
See also: AWS API Documentation
Request Syntax
response = client.search_game_sessions(
FleetId='string',
AliasId='string',
Location='string',
FilterExpression='string',
SortExpression='string',
Limit=123,
NextToken='string'
)
us-west-2
.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:
gameSessionName
, gameSessionId
, gameSessionProperties
, maximumSessions
, creationTimeMillis
, playerSessionCount
, hasAvailablePlayerSessions
.=
, <>
, <
, >
, <=
, >=
.=
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:
=
, <>
, <
, >
, <=
, >=
For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true"
.
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:
gameSessionName
, gameSessionId
, gameSessionProperties
, maximumSessions
, creationTimeMillis
, playerSessionCount
, hasAvailablePlayerSessions
.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.
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.dict
Response Syntax
{
'GameSessions': [
{
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
},
],
'NextToken': 'string'
}
Response Structure
(dict) --
GameSessions (list) --
A collection of objects containing game session properties for each session that matches the request.
(dict) --
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
NextToken (string) --
A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.TerminalRoutingStrategyException
GameLift.Client.exceptions.UnsupportedRegionException
start_fleet_actions
(**kwargs)¶Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.
This operation can be used in the following ways:
If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.start_fleet_actions(
FleetId='string',
Actions=[
'AUTO_SCALING',
],
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.
[REQUIRED]
List of actions to restart on the fleet.
us-west-2
.dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet to restart actions on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
start_game_session_placement
(**kwargs)¶Places a request for a new game session in a queue. 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:
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.
See also: AWS API Documentation
Request Syntax
response = client.start_game_session_placement(
PlacementId='string',
GameSessionQueueName='string',
GameProperties=[
{
'Key': 'string',
'Value': 'string'
},
],
MaximumPlayerSessionCount=123,
GameSessionName='string',
PlayerLatencies=[
{
'PlayerId': 'string',
'RegionIdentifier': 'string',
'LatencyInMilliseconds': ...
},
],
DesiredPlayerSessions=[
{
'PlayerId': 'string',
'PlayerData': 'string'
},
],
GameSessionData='string'
)
[REQUIRED]
A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.
[REQUIRED]
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
[REQUIRED]
The maximum number of players that can be connected simultaneously to the game session.
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
A unique identifier for a player associated with the latency data.
Name of the Region that is associated with the latency value.
Amount of time that represents the time lag experienced by the player when connected to the specified Region.
Set of information on each player to create a player session for.
Player information for use when creating player sessions using a game session placement request.
A unique identifier for a player to associate with the player session.
Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.
GameSession
object with a request to start a new game session (see Start a Game Session ).dict
Response Syntax
{
'GameSessionPlacement': {
'PlacementId': 'string',
'GameSessionQueueName': 'string',
'Status': 'PENDING'|'FULFILLED'|'CANCELLED'|'TIMED_OUT'|'FAILED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'MaximumPlayerSessionCount': 123,
'GameSessionName': 'string',
'GameSessionId': 'string',
'GameSessionArn': 'string',
'GameSessionRegion': 'string',
'PlayerLatencies': [
{
'PlayerId': 'string',
'RegionIdentifier': 'string',
'LatencyInMilliseconds': ...
},
],
'StartTime': datetime(2015, 1, 1),
'EndTime': datetime(2015, 1, 1),
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlacedPlayerSessions': [
{
'PlayerId': 'string',
'PlayerSessionId': 'string'
},
],
'GameSessionData': 'string',
'MatchmakerData': 'string'
}
}
Response Structure
(dict) --
GameSessionPlacement (dict) --
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) --
A unique identifier for a game session placement.
GameSessionQueueName (string) --
A 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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
MaximumPlayerSessionCount (integer) --
The maximum number of players that can be connected simultaneously to the game session.
GameSessionName (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
GameSessionId (string) --
A 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 (list) --
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
(dict) --
Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
PlayerId (string) --
A 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 (datetime) --
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 (datetime) --
Time stamp indicating when this request was completed, canceled, or timed out.
IpAddress (string) --
The IP address of the game session. To connect to a 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
).
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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 (list) --
A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.
(dict) --
Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
PlayerId (string) --
A unique identifier for a player that is associated with this player session.
PlayerSessionId (string) --
A unique identifier for a player session.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session ).
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.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
start_match_backfill
(**kwargs)¶Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.
When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions
ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession
resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.
When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.
To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession
ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.
Only game sessions created by FlexMatch are supported for match backfill.
See also: AWS API Documentation
Request Syntax
response = client.start_match_backfill(
TicketId='string',
ConfigurationName='string',
GameSessionArn='string',
Players=[
{
'PlayerId': 'string',
'PlayerAttributes': {
'string': {
'S': 'string',
'N': 123.0,
'SL': [
'string',
],
'SDM': {
'string': 123.0
}
}
},
'Team': 'string',
'LatencyInMs': {
'string': 123
}
},
]
)
[REQUIRED]
Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession
object, MatchmakerData
property.
[REQUIRED]
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
You can include up to 199 Players
in a StartMatchBackfill
request.
GameSession
object, MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
A unique identifier for a player
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue
object can use only one of the available properties.
For single string values. Maximum string length is 100 characters.
For number values, expressed as double.
For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
dict
Response Syntax
{
'MatchmakingTicket': {
'TicketId': 'string',
'ConfigurationName': 'string',
'ConfigurationArn': 'string',
'Status': 'CANCELLED'|'COMPLETED'|'FAILED'|'PLACING'|'QUEUED'|'REQUIRES_ACCEPTANCE'|'SEARCHING'|'TIMED_OUT',
'StatusReason': 'string',
'StatusMessage': 'string',
'StartTime': datetime(2015, 1, 1),
'EndTime': datetime(2015, 1, 1),
'Players': [
{
'PlayerId': 'string',
'PlayerAttributes': {
'string': {
'S': 'string',
'N': 123.0,
'SL': [
'string',
],
'SDM': {
'string': 123.0
}
}
},
'Team': 'string',
'LatencyInMs': {
'string': 123
}
},
],
'GameSessionConnectionInfo': {
'GameSessionArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'MatchedPlayerSessions': [
{
'PlayerId': 'string',
'PlayerSessionId': 'string'
},
]
},
'EstimatedWaitTime': 123
}
}
Response Structure
(dict) --
MatchmakingTicket (dict) --
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) --
A unique identifier for a matchmaking ticket.
ConfigurationName (string) --
Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
ConfigurationArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Status (string) --
Current status of the matchmaking request.
StopMatchmaking
operation or a proposed match that one or more players failed to accept.Note
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
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 (datetime) --
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
EndTime (datetime) --
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Players (list) --
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.
(dict) --
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
PlayerId (string) --
A unique identifier for a player
PlayerAttributes (dict) --
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
(string) --
(dict) --
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue
object can use only one of the available properties.
S (string) --
For single string values. Maximum string length is 100 characters.
N (float) --
For number values, expressed as double.
SL (list) --
For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
SDM (dict) --
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 (dict) --
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
GameSessionConnectionInfo (dict) --
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
GameSessionArn (string) --
A unique identifier for the game session. Use the game session ID.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
MatchedPlayerSessions (list) --
A collection of player session IDs, one for each player ID that was included in the original matchmaking request.
(dict) --
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
PlayerId (string) --
A unique identifier for a player
PlayerSessionId (string) --
A 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.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
start_matchmaking
(**kwargs)¶Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED
.
Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.
See also: AWS API Documentation
Request Syntax
response = client.start_matchmaking(
TicketId='string',
ConfigurationName='string',
Players=[
{
'PlayerId': 'string',
'PlayerAttributes': {
'string': {
'S': 'string',
'N': 123.0,
'SL': [
'string',
],
'SDM': {
'string': 123.0
}
}
},
'Team': 'string',
'LatencyInMs': {
'string': 123
}
},
]
)
[REQUIRED]
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
[REQUIRED]
Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
You can include up to 10 Players
in a StartMatchmaking
request.
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
A unique identifier for a player
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue
object can use only one of the available properties.
For single string values. Maximum string length is 100 characters.
For number values, expressed as double.
For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
dict
Response Syntax
{
'MatchmakingTicket': {
'TicketId': 'string',
'ConfigurationName': 'string',
'ConfigurationArn': 'string',
'Status': 'CANCELLED'|'COMPLETED'|'FAILED'|'PLACING'|'QUEUED'|'REQUIRES_ACCEPTANCE'|'SEARCHING'|'TIMED_OUT',
'StatusReason': 'string',
'StatusMessage': 'string',
'StartTime': datetime(2015, 1, 1),
'EndTime': datetime(2015, 1, 1),
'Players': [
{
'PlayerId': 'string',
'PlayerAttributes': {
'string': {
'S': 'string',
'N': 123.0,
'SL': [
'string',
],
'SDM': {
'string': 123.0
}
}
},
'Team': 'string',
'LatencyInMs': {
'string': 123
}
},
],
'GameSessionConnectionInfo': {
'GameSessionArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'MatchedPlayerSessions': [
{
'PlayerId': 'string',
'PlayerSessionId': 'string'
},
]
},
'EstimatedWaitTime': 123
}
}
Response Structure
(dict) --
MatchmakingTicket (dict) --
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) --
A unique identifier for a matchmaking ticket.
ConfigurationName (string) --
Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
ConfigurationArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Status (string) --
Current status of the matchmaking request.
StopMatchmaking
operation or a proposed match that one or more players failed to accept.Note
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
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 (datetime) --
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
EndTime (datetime) --
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Players (list) --
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.
(dict) --
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
PlayerId (string) --
A unique identifier for a player
PlayerAttributes (dict) --
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
(string) --
(dict) --
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue
object can use only one of the available properties.
S (string) --
For single string values. Maximum string length is 100 characters.
N (float) --
For number values, expressed as double.
SL (list) --
For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
SDM (dict) --
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 (dict) --
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
GameSessionConnectionInfo (dict) --
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
GameSessionArn (string) --
A unique identifier for the game session. Use the game session ID.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
MatchedPlayerSessions (list) --
A collection of player session IDs, one for each player ID that was included in the original matchmaking request.
(dict) --
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
PlayerId (string) --
A unique identifier for a player
PlayerSessionId (string) --
A 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.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
stop_fleet_actions
(**kwargs)¶Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.
Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.
This operation can be used in the following ways:
If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.stop_fleet_actions(
FleetId='string',
Actions=[
'AUTO_SCALING',
],
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.
[REQUIRED]
List of actions to suspend on the fleet.
us-west-2
.dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet to stop actions on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnsupportedRegionException
stop_game_session_placement
(**kwargs)¶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.
See also: AWS API Documentation
Request Syntax
response = client.stop_game_session_placement(
PlacementId='string'
)
[REQUIRED]
A unique identifier for a game session placement to stop.
{
'GameSessionPlacement': {
'PlacementId': 'string',
'GameSessionQueueName': 'string',
'Status': 'PENDING'|'FULFILLED'|'CANCELLED'|'TIMED_OUT'|'FAILED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'MaximumPlayerSessionCount': 123,
'GameSessionName': 'string',
'GameSessionId': 'string',
'GameSessionArn': 'string',
'GameSessionRegion': 'string',
'PlayerLatencies': [
{
'PlayerId': 'string',
'RegionIdentifier': 'string',
'LatencyInMilliseconds': ...
},
],
'StartTime': datetime(2015, 1, 1),
'EndTime': datetime(2015, 1, 1),
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlacedPlayerSessions': [
{
'PlayerId': 'string',
'PlayerSessionId': 'string'
},
],
'GameSessionData': 'string',
'MatchmakerData': 'string'
}
}
Response Structure
Object that describes the canceled game session placement, with CANCELLED
status and an end time stamp.
A unique identifier for a game session placement.
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Current status of the game session placement request.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
The maximum number of players that can be connected simultaneously to the game session.
A descriptive label that is associated with a game session. Session names do not need to be unique.
A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED
).
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.
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
).
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
A unique identifier for a player associated with the latency data.
Name of the Region that is associated with the latency value.
Amount of time that represents the time lag experienced by the player when connected to the specified Region.
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"
).
Time stamp indicating when this request was completed, canceled, or timed out.
The IP address of the game session. To connect to a 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
).
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
The port number for the game session. To connect to a 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
).
A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.
Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
A unique identifier for a player that is associated with this player session.
A unique identifier for a player session.
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session ).
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.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
stop_matchmaking
(**kwargs)¶Cancels a matchmaking ticket or match backfill 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
.
This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData
of an updated game session object, which is provided to the game server.
Note
If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).
Learn more
See also: AWS API Documentation
Request Syntax
response = client.stop_matchmaking(
TicketId='string'
)
[REQUIRED]
A unique identifier for a matchmaking ticket.
{}
Response Structure
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
suspend_game_server_group
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:
To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup
object is returned showing that the activity is listed in SuspendedActions
.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.suspend_game_server_group(
GameServerGroupName='string',
SuspendActions=[
'REPLACE_INSTANCE_TYPES',
]
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
[REQUIRED]
The activity to suspend for this game server group.
dict
Response Syntax
{
'GameServerGroup': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServerGroup (dict) --
An object that describes the game server group resource, with the SuspendedActions
property updated to reflect the suspended activity.
GameServerGroupName (string) --
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique ID for the game server group.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
InstanceDefinitions (list) --
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
InstanceType (string) --
An Amazon EC2 instance type designation.
WeightedCapacity (string) --
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
BalancingStrategy (string) --
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.GameServerProtectionPolicy (string) --
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
AutoScalingGroupArn (string) --
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
Status (string) --
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.StatusReason (string) --
Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
SuspendedActions (list) --
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
A timestamp that indicates when this game server group was last updated.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
tag_resource
(**kwargs)¶Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
See also: AWS API Documentation
Request Syntax
response = client.tag_resource(
ResourceARN='string',
Tags=[
{
'Key': 'string',
'Value': 'string'
},
]
)
[REQUIRED]
The Amazon Resource Name ( ARN ) that is assigned to and uniquely identifies the GameLift resource that you want to assign tags to. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
[REQUIRED]
A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for actual tagging limits.
A label that can be assigned to a GameLift resource.
Learn moreTagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
untag_resource
(**kwargs)¶Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:
To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
See also: AWS API Documentation
Request Syntax
response = client.untag_resource(
ResourceARN='string',
TagKeys=[
'string',
]
)
[REQUIRED]
The Amazon Resource Name ( ARN ) that is assigned to and uniquely identifies the GameLift resource that you want to remove tags from. GameLift resource ARNs are included in the data object for the resource, which can be retrieved by calling a List or Describe operation for the resource type.
[REQUIRED]
A list of one or more tag keys to remove from the specified GameLift resource. An Amazon Web Services resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.
dict
Response Syntax
{}
Response Structure
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.TaggingFailedException
GameLift.Client.exceptions.InternalServiceException
update_alias
(**kwargs)¶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.
Related actions
See also: AWS API Documentation
Request Syntax
response = client.update_alias(
AliasId='string',
Name='string',
Description='string',
RoutingStrategy={
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
}
)
[REQUIRED]
A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.
The routing configuration, including routing type and fleet target, for the alias.
The type of routing strategy for the alias.
Possible routing types include the following:
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
The message text to be used with a terminal routing strategy.
dict
Response Syntax
{
'Alias': {
'AliasId': 'string',
'Name': 'string',
'AliasArn': 'string',
'Description': 'string',
'RoutingStrategy': {
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
},
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
Alias (dict) --
The updated alias resource.
AliasId (string) --
A unique identifier for the alias. Alias IDs are unique within a Region.
Name (string) --
A descriptive label that is associated with an alias. Alias names do not need to be unique.
AliasArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift alias ARN, the resource ID matches the alias ID value.
Description (string) --
A human-readable description of an alias.
RoutingStrategy (dict) --
The routing configuration, including routing type and fleet target, for the alias.
Type (string) --
The type of routing strategy for the alias.
Possible routing types include the following:
FleetId (string) --
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
Message (string) --
The message text to be used with a terminal routing strategy.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
update_build
(**kwargs)¶Updates metadata in a build resource, 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.
See also: AWS API Documentation
Request Syntax
response = client.update_build(
BuildId='string',
Name='string',
Version='string'
)
[REQUIRED]
A unique identifier for the build to update. You can use either the build ID or ARN value.
dict
Response Syntax
{
'Build': {
'BuildId': 'string',
'BuildArn': 'string',
'Name': 'string',
'Version': 'string',
'Status': 'INITIALIZED'|'READY'|'FAILED',
'SizeOnDisk': 123,
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'CreationTime': datetime(2015, 1, 1),
'ServerSdkVersion': 'string'
}
}
Response Structure
(dict) --
Build (dict) --
The updated build resource.
BuildId (string) --
A unique identifier for the build.
BuildArn (string) --
The Amazon Resource Name ( ARN ) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
Name (string) --
A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
Status (string) --
Current status of the build.
Possible build statuses include the following:
SizeOnDisk (integer) --
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
or when using a custom Amazon S3 storage location, this value is 0.
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.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
ServerSdkVersion (string) --
The GameLift Server SDK version used to develop your game server.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
update_fleet_attributes
(**kwargs)¶Updates a fleet's mutable attributes, including game session protection and resource creation limits.
To update fleet attributes, specify the fleet ID and the property values that you want to change.
If successful, an updated FleetAttributes
object is returned.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_fleet_attributes(
FleetId='string',
Name='string',
Description='string',
NewGameSessionProtectionPolicy='NoProtection'|'FullProtection',
ResourceCreationLimitPolicy={
'NewGameSessionsPerCreator': 123,
'PolicyPeriodInMinutes': 123
},
MetricGroups=[
'string',
],
AnywhereConfiguration={
'Cost': 'string'
}
)
[REQUIRED]
A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.
The 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 .
ACTIVE
status, it cannot be terminated during a scale-down event.Policy settings that limit the number of game sessions an individual player can create over a span of time.
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
The time span used in evaluating the resource creation limit policy.
The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
GameLift Anywhere configuration options.
The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that was updated.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.InvalidFleetStatusException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
update_fleet_capacity
(**kwargs)¶Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:
This operation can be used in the following ways:
Location
parameter. The fleet must be in ACTIVE
status.Location
parameter set to the location to be updated. The location must be in ACTIVE
status.If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded
exception occurs.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_fleet_capacity(
FleetId='string',
DesiredInstances=123,
MinSize=123,
MaxSize=123,
Location='string'
)
[REQUIRED]
A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.
us-west-2
.dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string',
'Location': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that was updated.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Location (string) --
The remote location being updated, expressed as an Amazon Web Services Region code, such as us-west-2
.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.InvalidFleetStatusException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.UnsupportedRegionException
update_fleet_port_settings
(**kwargs)¶Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.
To update settings, specify the fleet ID to be updated and specify the changes to be made. 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. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings
with a location name.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_fleet_port_settings(
FleetId='string',
InboundPermissionAuthorizations=[
{
'FromPort': 123,
'ToPort': 123,
'IpRange': 'string',
'Protocol': 'TCP'|'UDP'
},
],
InboundPermissionRevocations=[
{
'FromPort': 123,
'ToPort': 123,
'IpRange': 'string',
'Protocol': 'TCP'|'UDP'
},
]
)
[REQUIRED]
A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.
A collection of port settings to be added to the fleet resource.
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
A starting value for a range of allowed port numbers.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: " 000.000.000.000/[subnet mask]
" or optionally the shortened version " 0.0.0.0/[subnet mask]
".
The network communication protocol used by the fleet.
A collection of port settings to be removed from the fleet resource.
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
A starting value for a range of allowed port numbers.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort
.
For fleets using Windows and Linux builds, only ports 1026-60000 are valid.
A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: " 000.000.000.000/[subnet mask]
" or optionally the shortened version " 0.0.0.0/[subnet mask]
".
The network communication protocol used by the fleet.
dict
Response Syntax
{
'FleetId': 'string',
'FleetArn': 'string'
}
Response Structure
(dict) --
FleetId (string) --
A unique identifier for the fleet that was updated.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.InvalidFleetStatusException
GameLift.Client.exceptions.LimitExceededException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.UnauthorizedException
update_game_server
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.
Use this operation to update the following types of game server information. You can make all three types of updates in the same request:
HEALTHY
. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.Once a game server is successfully updated, the relevant statuses and timestamps are updated.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_game_server(
GameServerGroupName='string',
GameServerId='string',
GameServerData='string',
UtilizationStatus='AVAILABLE'|'UTILIZED',
HealthCheck='HEALTHY'
)
[REQUIRED]
A unique identifier for the game server group where the game server is running.
[REQUIRED]
A custom string that uniquely identifies the game server to update.
dict
Response Syntax
{
'GameServer': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'GameServerId': 'string',
'InstanceId': 'string',
'ConnectionInfo': 'string',
'GameServerData': 'string',
'ClaimStatus': 'CLAIMED',
'UtilizationStatus': 'AVAILABLE'|'UTILIZED',
'RegistrationTime': datetime(2015, 1, 1),
'LastClaimTime': datetime(2015, 1, 1),
'LastHealthCheckTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServer (dict) --
Object that describes the newly updated game server.
GameServerGroupName (string) --
A unique identifier for the game server group where the game server is running.
GameServerGroupArn (string) --
The ARN identifier for the game server group where the game server is located.
GameServerId (string) --
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
ConnectionInfo (string) --
The port and IP address that must be used to establish a client connection to the game server.
GameServerData (string) --
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus (string) --
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus (string) --
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.RegistrationTime (datetime) --
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastClaimTime (datetime) --
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
LastHealthCheckTime (datetime) --
Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
update_game_server_group
(**kwargs)¶This operation is used with the GameLift FleetIQ solution and game server groups.
Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.
To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup
object is returned.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_game_server_group(
GameServerGroupName='string',
RoleArn='string',
InstanceDefinitions=[
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
GameServerProtectionPolicy='NO_PROTECTION'|'FULL_PROTECTION',
BalancingStrategy='SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY'
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide . You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
An Amazon EC2 instance type designation.
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
NO_PROTECTION
by default.Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.dict
Response Syntax
{
'GameServerGroup': {
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
}
}
Response Structure
(dict) --
GameServerGroup (dict) --
An object that describes the game server group resource with updated properties.
GameServerGroupName (string) --
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique ID for the game server group.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
InstanceDefinitions (list) --
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
InstanceType (string) --
An Amazon EC2 instance type designation.
WeightedCapacity (string) --
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
BalancingStrategy (string) --
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.GameServerProtectionPolicy (string) --
A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
AutoScalingGroupArn (string) --
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
Status (string) --
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.StatusReason (string) --
Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
SuspendedActions (list) --
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
A timestamp that indicates when this game server group was last updated.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InternalServiceException
update_game_session
(**kwargs)¶Updates the mutable properties of a game session.
To update a game session, specify the game session ID and the values you want to change.
If successful, the updated GameSession
object is returned.
See also: AWS API Documentation
Request Syntax
response = client.update_game_session(
GameSessionId='string',
MaximumPlayerSessionCount=123,
Name='string',
PlayerSessionCreationPolicy='ACCEPT_ALL'|'DENY_ALL',
ProtectionPolicy='NoProtection'|'FullProtection'
)
[REQUIRED]
A unique identifier for the game session to update.
Game session protection policy to apply to this game session only.
ACTIVE
status, it cannot be terminated during a scale-down event.dict
Response Syntax
{
'GameSession': {
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
}
}
Response Structure
(dict) --
GameSession (dict) --
The updated game session properties.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
Exceptions
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.ConflictException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidGameSessionStatusException
GameLift.Client.exceptions.InvalidRequestException
update_game_session_queue
(**kwargs)¶Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_game_session_queue(
Name='string',
TimeoutInSeconds=123,
PlayerLatencyPolicies=[
{
'MaximumIndividualPlayerLatencyMilliseconds': 123,
'PolicyDurationSeconds': 123
},
],
Destinations=[
{
'DestinationArn': 'string'
},
],
FilterConfiguration={
'AllowedLocations': [
'string',
]
},
PriorityConfiguration={
'PriorityOrder': [
'LATENCY'|'COST'|'DESTINATION'|'LOCATION',
],
'LocationOrder': [
'string',
]
},
CustomEventData='string',
NotificationTarget='string'
)
[REQUIRED]
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
TIMED_OUT
status.A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
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.
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder
.The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
dict
Response Syntax
{
'GameSessionQueue': {
'Name': 'string',
'GameSessionQueueArn': 'string',
'TimeoutInSeconds': 123,
'PlayerLatencyPolicies': [
{
'MaximumIndividualPlayerLatencyMilliseconds': 123,
'PolicyDurationSeconds': 123
},
],
'Destinations': [
{
'DestinationArn': 'string'
},
],
'FilterConfiguration': {
'AllowedLocations': [
'string',
]
},
'PriorityConfiguration': {
'PriorityOrder': [
'LATENCY'|'COST'|'DESTINATION'|'LOCATION',
],
'LocationOrder': [
'string',
]
},
'CustomEventData': 'string',
'NotificationTarget': 'string'
}
}
Response Structure
(dict) --
GameSessionQueue (dict) --
An object that describes the newly updated game session queue.
Name (string) --
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
GameSessionQueueArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. In a GameLift game session queue ARN, the resource ID matches the Name value.
TimeoutInSeconds (integer) --
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
PlayerLatencyPolicies (list) --
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
(dict) --
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
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 (list) --
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
(dict) --
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
DestinationArn (string) --
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
FilterConfiguration (dict) --
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
AllowedLocations (list) --
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
PriorityConfiguration (dict) --
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
PriorityOrder (list) --
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder
.LocationOrder (list) --
The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
CustomEventData (string) --
Information that is added to all events that are related to this game session queue.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.UnauthorizedException
update_matchmaking_configuration
(**kwargs)¶Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_matchmaking_configuration(
Name='string',
Description='string',
GameSessionQueueArns=[
'string',
],
RequestTimeoutSeconds=123,
AcceptanceTimeoutSeconds=123,
AcceptanceRequired=True|False,
RuleSetName='string',
NotificationTarget='string',
AdditionalPlayerCount=123,
CustomEventData='string',
GameProperties=[
{
'Key': 'string',
'Value': 'string'
},
],
GameSessionData='string',
BackfillMode='AUTOMATIC'|'MANUAL',
FlexMatchMode='STANDALONE'|'WITH_QUEUE'
)
[REQUIRED]
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do not set this parameter.
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.FlexMatchMode
is set to STANDALONE
.A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
FlexMatchMode
is set to STANDALONE
.FlexMatchMode
is set to STANDALONE
.Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
dict
Response Syntax
{
'Configuration': {
'Name': 'string',
'ConfigurationArn': 'string',
'Description': 'string',
'GameSessionQueueArns': [
'string',
],
'RequestTimeoutSeconds': 123,
'AcceptanceTimeoutSeconds': 123,
'AcceptanceRequired': True|False,
'RuleSetName': 'string',
'RuleSetArn': 'string',
'NotificationTarget': 'string',
'AdditionalPlayerCount': 123,
'CustomEventData': 'string',
'CreationTime': datetime(2015, 1, 1),
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'GameSessionData': 'string',
'BackfillMode': 'AUTOMATIC'|'MANUAL',
'FlexMatchMode': 'STANDALONE'|'WITH_QUEUE'
}
}
Response Structure
(dict) --
Configuration (dict) --
The updated matchmaking configuration.
Name (string) --
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
ConfigurationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.
Description (string) --
A descriptive label that is associated with matchmaking configuration.
GameSessionQueueArns (list) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
RequestTimeoutSeconds (integer) --
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
AcceptanceTimeoutSeconds (integer) --
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
AcceptanceRequired (boolean) --
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
RuleSetName (string) --
A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking rule set resource that this configuration uses.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive matchmaking notifications.
AdditionalPlayerCount (integer) --
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
CustomEventData (string) --
Information to attach to all events related to the matchmaking configuration.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
BackfillMode (string) --
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
FlexMatchMode (string) --
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
update_runtime_configuration
(**kwargs)¶Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE
status.
To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration
with an updated set of server process configurations.
If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_runtime_configuration(
FleetId='string',
RuntimeConfiguration={
'ServerProcesses': [
{
'LaunchPath': 'string',
'Parameters': 'string',
'ConcurrentExecutions': 123
},
],
'MaxConcurrentGameSessionActivations': 123,
'GameSessionActivationTimeoutSeconds': 123
}
)
[REQUIRED]
A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.
[REQUIRED]
Instructions for alaunching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
The location of a game build executable or the Realtime script file that contains the Init()
function. Game builds and Realtime scripts are installed on instances at the root:
C:\game
. Example: " C:\game\MyGame\server.exe
"/local/game
. Examples: " /local/game/MyGame/server.exe
" or " /local/game/MyRealtimeScript.js
"An optional list of parameters to pass to the server executable or Realtime script on launch.
The number of server processes using this configuration that run concurrently on each instance.
The number of game sessions in status ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING
. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED
.
dict
Response Syntax
{
'RuntimeConfiguration': {
'ServerProcesses': [
{
'LaunchPath': 'string',
'Parameters': 'string',
'ConcurrentExecutions': 123
},
],
'MaxConcurrentGameSessionActivations': 123,
'GameSessionActivationTimeoutSeconds': 123
}
}
Response Structure
(dict) --
RuntimeConfiguration (dict) --
The runtime configuration currently in use by all instances in the fleet. If the update was successful, all property changes are shown.
ServerProcesses (list) --
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
(dict) --
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
LaunchPath (string) --
The location of a game build executable or the Realtime script file that contains the Init()
function. Game builds and Realtime scripts are installed on instances at the root:
C:\game
. Example: " C:\game\MyGame\server.exe
"/local/game
. Examples: " /local/game/MyGame/server.exe
" or " /local/game/MyRealtimeScript.js
"Parameters (string) --
An optional list of parameters to pass to the server executable or Realtime script on launch.
ConcurrentExecutions (integer) --
The number of server processes using this configuration that run concurrently on each instance.
MaxConcurrentGameSessionActivations (integer) --
The number of game sessions in status ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
GameSessionActivationTimeoutSeconds (integer) --
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING
. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED
.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.InvalidFleetStatusException
update_script
(**kwargs)¶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.
See also: AWS API Documentation
Request Syntax
response = client.update_script(
ScriptId='string',
Name='string',
Version='string',
StorageLocation={
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
},
ZipFile=b'bytes'
)
[REQUIRED]
A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip
.
dict
Response Syntax
{
'Script': {
'ScriptId': 'string',
'ScriptArn': 'string',
'Name': 'string',
'Version': 'string',
'SizeOnDisk': 123,
'CreationTime': datetime(2015, 1, 1),
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
}
}
Response Structure
(dict) --
Script (dict) --
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) --
A unique identifier for the Realtime script
ScriptArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
Name (string) --
A descriptive label that is associated with a script. Script names do not need to be unique.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
SizeOnDisk (integer) --
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
StorageLocation (dict) --
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
Bucket (string) --
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
Key (string) --
The name of the zip file that contains the build files or script files.
RoleArn (string) --
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
ObjectVersion (string) --
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
validate_matchmaking_rule_set
(**kwargs)¶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
See also: AWS API Documentation
Request Syntax
response = client.validate_matchmaking_rule_set(
RuleSetBody='string'
)
[REQUIRED]
A collection of matchmaking rules to validate, formatted as a JSON string.
{
'Valid': True|False
}
Response Structure
A response indicating whether the rule set is valid.
Exceptions
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException
GameLift.Client.exceptions.InvalidRequestException
The available paginators are:
GameLift.Paginator.DescribeFleetAttributes
GameLift.Paginator.DescribeFleetCapacity
GameLift.Paginator.DescribeFleetEvents
GameLift.Paginator.DescribeFleetUtilization
GameLift.Paginator.DescribeGameServerInstances
GameLift.Paginator.DescribeGameSessionDetails
GameLift.Paginator.DescribeGameSessionQueues
GameLift.Paginator.DescribeGameSessions
GameLift.Paginator.DescribeInstances
GameLift.Paginator.DescribeMatchmakingConfigurations
GameLift.Paginator.DescribeMatchmakingRuleSets
GameLift.Paginator.DescribePlayerSessions
GameLift.Paginator.DescribeScalingPolicies
GameLift.Paginator.ListAliases
GameLift.Paginator.ListBuilds
GameLift.Paginator.ListCompute
GameLift.Paginator.ListFleets
GameLift.Paginator.ListGameServerGroups
GameLift.Paginator.ListGameServers
GameLift.Paginator.ListLocations
GameLift.Paginator.ListScripts
GameLift.Paginator.SearchGameSessions
GameLift.Paginator.
DescribeFleetAttributes
¶paginator = client.get_paginator('describe_fleet_attributes')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_fleet_attributes()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetIds=[
'string',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'FleetAttributes': [
{
'FleetId': 'string',
'FleetArn': 'string',
'FleetType': 'ON_DEMAND'|'SPOT',
'InstanceType': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'Description': 'string',
'Name': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'NEW'|'DOWNLOADING'|'VALIDATING'|'BUILDING'|'ACTIVATING'|'ACTIVE'|'DELETING'|'ERROR'|'TERMINATED'|'NOT_FOUND',
'BuildId': 'string',
'BuildArn': 'string',
'ScriptId': 'string',
'ScriptArn': 'string',
'ServerLaunchPath': 'string',
'ServerLaunchParameters': 'string',
'LogPaths': [
'string',
],
'NewGameSessionProtectionPolicy': 'NoProtection'|'FullProtection',
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'ResourceCreationLimitPolicy': {
'NewGameSessionsPerCreator': 123,
'PolicyPeriodInMinutes': 123
},
'MetricGroups': [
'string',
],
'StoppedActions': [
'AUTO_SCALING',
],
'InstanceRoleArn': 'string',
'CertificateConfiguration': {
'CertificateType': 'DISABLED'|'GENERATED'
},
'ComputeType': 'EC2'|'ANYWHERE',
'AnywhereConfiguration': {
'Cost': 'string'
}
},
],
}
Response Structure
(dict) --
FleetAttributes (list) --
A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.
(dict) --
Describes a GameLift fleet of game hosting resources.
Related actions
FleetId (string) --
A unique identifier for the fleet.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift fleet ARN, the resource ID matches the FleetId
value.
FleetType (string) --
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
InstanceType (string) --
The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
Description (string) --
A human-readable description of the fleet.
Name (string) --
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
BuildId (string) --
A unique identifier for the build resource that is deployed on instances in this fleet.
BuildArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId
value.
ScriptId (string) --
A unique identifier for the Realtime script resource that is deployed on instances in this fleet.
ScriptArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
value.
ServerLaunchPath (string) --
This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.
ServerLaunchParameters (string) --
This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.
LogPaths (list) --
This parameter is no longer used. Game session log paths are now defined using the GameLift server API
ProcessReady()
logParameters
. See more information in the Server API Reference.
NewGameSessionProtectionPolicy (string) --
The type of game session protection to set on all new instances that are started in the fleet.
ACTIVE
status, it cannot be terminated during a scale-down event.OperatingSystem (string) --
The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.
ResourceCreationLimitPolicy (dict) --
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
NewGameSessionsPerCreator (integer) --
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.
The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession
request, GameLift checks that the player (identified by CreatorId
) has created fewer than game session limit in the specified time period.
PolicyPeriodInMinutes (integer) --
The time span used in evaluating the resource creation limit policy.
MetricGroups (list) --
Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.
StoppedActions (list) --
A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.
InstanceRoleArn (string) --
A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
CertificateConfiguration (dict) --
Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate
.
CertificateType (string) --
Indicates whether a TLS/SSL certificate is generated for a fleet.
Valid values include:
ComputeType (string) --
The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.
AnywhereConfiguration (dict) --
GameLift Anywhere configuration options for your Anywhere fleets.
Cost (string) --
The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.
GameLift.Paginator.
DescribeFleetCapacity
¶paginator = client.get_paginator('describe_fleet_capacity')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_fleet_capacity()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetIds=[
'string',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'FleetCapacity': [
{
'FleetId': 'string',
'FleetArn': 'string',
'InstanceType': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'InstanceCounts': {
'DESIRED': 123,
'MINIMUM': 123,
'MAXIMUM': 123,
'PENDING': 123,
'ACTIVE': 123,
'IDLE': 123,
'TERMINATING': 123
},
'Location': 'string'
},
],
}
Response Structure
(dict) --
FleetCapacity (list) --
A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.
(dict) --
Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Related actions
DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity
FleetId (string) --
A unique identifier for the fleet associated with the location.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
InstanceType (string) --
The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
InstanceCounts (dict) --
Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
DESIRED (integer) --
Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.
MINIMUM (integer) --
The minimum instance count value allowed.
MAXIMUM (integer) --
The maximum instance count value allowed.
PENDING (integer) --
Number of instances that are starting but not yet active.
ACTIVE (integer) --
Actual number of instances that are ready to host game sessions.
IDLE (integer) --
Number of active instances that are not currently hosting a game session.
TERMINATING (integer) --
Number of instances that are no longer active but haven't yet been terminated.
Location (string) --
The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2
.
GameLift.Paginator.
DescribeFleetEvents
¶paginator = client.get_paginator('describe_fleet_events')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_fleet_events()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
StartTime=datetime(2015, 1, 1),
EndTime=datetime(2015, 1, 1),
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
[REQUIRED]
A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'Events': [
{
'EventId': 'string',
'ResourceId': 'string',
'EventCode': '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'|'INSTANCE_RECYCLED',
'Message': 'string',
'EventTime': datetime(2015, 1, 1),
'PreSignedLogUrl': 'string'
},
],
}
Response Structure
(dict) --
Events (list) --
A collection of objects containing event log entries for the specified fleet.
(dict) --
Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
EventId (string) --
A unique identifier for a fleet event.
ResourceId (string) --
A unique identifier for an event resource, such as a fleet ID.
EventCode (string) --
The type of event being logged.
Fleet state transition events:
NEW
. Event messaging includes the fleet ID.NEW
to DOWNLOADING
. The compressed build has started downloading to a fleet instance for installation.DOWNLOADING
to VALIDATING
. GameLift has successfully downloaded the build and is now validating the build files.VALIDATING
to BUILDING
. GameLift has successfully verified the build files and is now running the installation scripts.BUILDING
to ACTIVATING
. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK.ACTIVATING
to ACTIVE
. The fleet is now ready to host game sessions.ERROR
. Describe the fleet event message for more details.Fleet creation events (ordered by fleet creation activity):
ACTIVE
status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl .VPC peering events:
Spot instance events:
Server process events:
Game session events:
Other fleet events:
Message (string) --
Additional information related to the event.
EventTime (datetime) --
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 GameLift console.
GameLift.Paginator.
DescribeFleetUtilization
¶paginator = client.get_paginator('describe_fleet_utilization')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_fleet_utilization()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetIds=[
'string',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'FleetUtilization': [
{
'FleetId': 'string',
'FleetArn': 'string',
'ActiveServerProcessCount': 123,
'ActiveGameSessionCount': 123,
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Location': 'string'
},
],
}
Response Structure
(dict) --
FleetUtilization (list) --
A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.
(dict) --
Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.
Related actions
FleetId (string) --
A unique identifier for the fleet associated with the location.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
ActiveServerProcessCount (integer) --
The number of server processes in ACTIVE
status that are currently running across all instances in the fleet location.
ActiveGameSessionCount (integer) --
The number of active game sessions that are currently being hosted across all instances in the fleet location.
CurrentPlayerSessionCount (integer) --
The number of active player sessions that are currently being hosted across all instances in the fleet location.
MaximumPlayerSessionCount (integer) --
The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.
Location (string) --
The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2
.
GameLift.Paginator.
DescribeGameServerInstances
¶paginator = client.get_paginator('describe_game_server_instances')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_game_server_instances()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
GameServerGroupName='string',
InstanceIds=[
'string',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
[REQUIRED]
A unique identifier for the game server group. Use either the name or ARN value.
The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this parameter empty.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'GameServerInstances': [
{
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'InstanceId': 'string',
'InstanceStatus': 'ACTIVE'|'DRAINING'|'SPOT_TERMINATING'
},
],
}
Response Structure
(dict) --
GameServerInstances (list) --
The collection of requested game server instances.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup
and with the EC2 launch template that was used when creating the game server group.
Retrieve game server instances for a game server group by calling DescribeGameServerInstances
.
GameServerGroupName (string) --
A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
GameServerGroupArn (string) --
A generated unique identifier for the game server group that includes the game server instance.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
InstanceStatus (string) --
Current status of the game server instance
GameLift.Paginator.
DescribeGameSessionDetails
¶paginator = client.get_paginator('describe_game_session_details')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_game_session_details()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
GameSessionId='string',
AliasId='string',
Location='string',
StatusFilter='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
us-west-2
.ACTIVE
, TERMINATED
, ACTIVATING
and TERMINATING
(the last two are transitory).A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'GameSessionDetails': [
{
'GameSession': {
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
},
'ProtectionPolicy': 'NoProtection'|'FullProtection'
},
],
}
Response Structure
(dict) --
GameSessionDetails (list) --
A collection of properties for each game session that matches the request.
(dict) --
A game session's properties plus the protection policy currently in force.
GameSession (dict) --
Object that describes a game session.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
ProtectionPolicy (string) --
Current status of protection for the game session.
ACTIVE
status, it cannot be terminated during a scale-down event.GameLift.Paginator.
DescribeGameSessionQueues
¶paginator = client.get_paginator('describe_game_session_queues')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_game_session_queues()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
Names=[
'string',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'GameSessionQueues': [
{
'Name': 'string',
'GameSessionQueueArn': 'string',
'TimeoutInSeconds': 123,
'PlayerLatencyPolicies': [
{
'MaximumIndividualPlayerLatencyMilliseconds': 123,
'PolicyDurationSeconds': 123
},
],
'Destinations': [
{
'DestinationArn': 'string'
},
],
'FilterConfiguration': {
'AllowedLocations': [
'string',
]
},
'PriorityConfiguration': {
'PriorityOrder': [
'LATENCY'|'COST'|'DESTINATION'|'LOCATION',
],
'LocationOrder': [
'string',
]
},
'CustomEventData': 'string',
'NotificationTarget': 'string'
},
],
}
Response Structure
(dict) --
GameSessionQueues (list) --
A collection of objects that describe the requested game session queues.
(dict) --
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
Name (string) --
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
GameSessionQueueArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. In a GameLift game session queue ARN, the resource ID matches the Name value.
TimeoutInSeconds (integer) --
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
PlayerLatencyPolicies (list) --
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
(dict) --
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
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 (list) --
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
(dict) --
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
DestinationArn (string) --
The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
FilterConfiguration (dict) --
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
AllowedLocations (list) --
A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2
.
PriorityConfiguration (dict) --
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
PriorityOrder (list) --
The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.
LATENCY
-- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
-- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.DESTINATION
-- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
-- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder
.LocationOrder (list) --
The prioritization order to use for fleet locations, when the PriorityOrder
property includes LOCATION
. Locations are identified by Amazon Web Services Region codes such as us-west-2
. Each location can only be listed once.
CustomEventData (string) --
Information that is added to all events that are related to this game session queue.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
GameLift.Paginator.
DescribeGameSessions
¶paginator = client.get_paginator('describe_game_sessions')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_game_sessions()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
GameSessionId='string',
AliasId='string',
Location='string',
StatusFilter='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
us-west-2
.ACTIVE
, TERMINATED
, ACTIVATING
, and TERMINATING
. The last two are transitory and used for only very brief periods of time.A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'GameSessions': [
{
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
},
],
}
Response Structure
(dict) --
GameSessions (list) --
A collection of properties for each game session that matches the request.
(dict) --
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
GameLift.Paginator.
DescribeInstances
¶paginator = client.get_paginator('describe_instances')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_instances()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
InstanceId='string',
Location='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
[REQUIRED]
A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
us-west-2
.A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'Instances': [
{
'FleetId': 'string',
'FleetArn': 'string',
'InstanceId': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Type': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'Status': 'PENDING'|'ACTIVE'|'TERMINATING',
'CreationTime': datetime(2015, 1, 1),
'Location': 'string'
},
],
}
Response Structure
(dict) --
Instances (list) --
A collection of objects containing properties for each instance returned.
(dict) --
Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.
Related actions
FleetId (string) --
A unique identifier for the fleet that the instance is in.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
InstanceId (string) --
A unique identifier for the instance.
IpAddress (string) --
IP address that is assigned to the instance.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
OperatingSystem (string) --
Operating system that is running on this instance.
Type (string) --
Amazon EC2 instance type that defines the computing resources of this instance.
Status (string) --
Current status of the instance. Possible statuses include the following:
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Location (string) --
The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2
.
GameLift.Paginator.
DescribeMatchmakingConfigurations
¶paginator = client.get_paginator('describe_matchmaking_configurations')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_matchmaking_configurations()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
Names=[
'string',
],
RuleSetName='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'Configurations': [
{
'Name': 'string',
'ConfigurationArn': 'string',
'Description': 'string',
'GameSessionQueueArns': [
'string',
],
'RequestTimeoutSeconds': 123,
'AcceptanceTimeoutSeconds': 123,
'AcceptanceRequired': True|False,
'RuleSetName': 'string',
'RuleSetArn': 'string',
'NotificationTarget': 'string',
'AdditionalPlayerCount': 123,
'CustomEventData': 'string',
'CreationTime': datetime(2015, 1, 1),
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'GameSessionData': 'string',
'BackfillMode': 'AUTOMATIC'|'MANUAL',
'FlexMatchMode': 'STANDALONE'|'WITH_QUEUE'
},
],
}
Response Structure
(dict) --
Configurations (list) --
A collection of requested matchmaking configurations.
(dict) --
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Name (string) --
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
ConfigurationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.
Description (string) --
A descriptive label that is associated with matchmaking configuration.
GameSessionQueueArns (list) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
RequestTimeoutSeconds (integer) --
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
AcceptanceTimeoutSeconds (integer) --
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
AcceptanceRequired (boolean) --
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
RuleSetName (string) --
A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking rule set resource that this configuration uses.
NotificationTarget (string) --
An SNS topic ARN that is set up to receive matchmaking notifications.
AdditionalPlayerCount (integer) --
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
CustomEventData (string) --
Information to attach to all events related to the matchmaking configuration.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
BackfillMode (string) --
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
FlexMatchMode (string) --
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
GameLift.Paginator.
DescribeMatchmakingRuleSets
¶paginator = client.get_paginator('describe_matchmaking_rule_sets')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_matchmaking_rule_sets()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
Names=[
'string',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'RuleSets': [
{
'RuleSetName': 'string',
'RuleSetArn': 'string',
'RuleSetBody': 'string',
'CreationTime': datetime(2015, 1, 1)
},
],
}
Response Structure
(dict) --
RuleSets (list) --
A collection of requested matchmaking rule set objects.
(dict) --
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.
RuleSetName (string) --
A unique identifier for the matchmaking rule set
RuleSetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
RuleSetBody (string) --
A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
GameLift.Paginator.
DescribePlayerSessions
¶paginator = client.get_paginator('describe_player_sessions')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_player_sessions()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
GameSessionId='string',
PlayerId='string',
PlayerSessionId='string',
PlayerSessionStatusFilter='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.
Possible player session statuses include the following:
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'PlayerSessions': [
{
'PlayerSessionId': 'string',
'PlayerId': 'string',
'GameSessionId': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'Status': 'RESERVED'|'ACTIVE'|'COMPLETED'|'TIMEDOUT',
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerData': 'string'
},
],
}
Response Structure
(dict) --
PlayerSessions (list) --
A collection of objects containing properties for each player session that matches the request.
(dict) --
Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED
) or actual player activity in a game session (when status is ACTIVE
). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.
Related actions
PlayerSessionId (string) --
A unique identifier for a player session.
PlayerId (string) --
A unique identifier for a player that is associated with this player session.
GameSessionId (string) --
A unique identifier for the game session that the player session is connected to.
FleetId (string) --
A unique identifier for the fleet that the player's game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that the player's game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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:
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
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. GameLift does not use this data, so it can be formatted as needed for use in the game.
GameLift.Paginator.
DescribeScalingPolicies
¶paginator = client.get_paginator('describe_scaling_policies')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.describe_scaling_policies()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
StatusFilter='ACTIVE'|'UPDATE_REQUESTED'|'UPDATING'|'DELETE_REQUESTED'|'DELETING'|'DELETED'|'ERROR',
Location='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
[REQUIRED]
A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE
status.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'ScalingPolicies': [
{
'FleetId': 'string',
'FleetArn': 'string',
'Name': 'string',
'Status': 'ACTIVE'|'UPDATE_REQUESTED'|'UPDATING'|'DELETE_REQUESTED'|'DELETING'|'DELETED'|'ERROR',
'ScalingAdjustment': 123,
'ScalingAdjustmentType': 'ChangeInCapacity'|'ExactCapacity'|'PercentChangeInCapacity',
'ComparisonOperator': 'GreaterThanOrEqualToThreshold'|'GreaterThanThreshold'|'LessThanThreshold'|'LessThanOrEqualToThreshold',
'Threshold': 123.0,
'EvaluationPeriods': 123,
'MetricName': 'ActivatingGameSessions'|'ActiveGameSessions'|'ActiveInstances'|'AvailableGameSessions'|'AvailablePlayerSessions'|'CurrentPlayerSessions'|'IdleInstances'|'PercentAvailableGameSessions'|'PercentIdleInstances'|'QueueDepth'|'WaitTime'|'ConcurrentActivatableGameSessions',
'PolicyType': 'RuleBased'|'TargetBased',
'TargetConfiguration': {
'TargetValue': 123.0
},
'UpdateStatus': 'PENDING_UPDATE',
'Location': 'string'
},
],
}
Response Structure
(dict) --
ScalingPolicies (list) --
A collection of objects containing the scaling policies matching the request.
(dict) --
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
FleetId (string) --
A unique identifier for the fleet that is associated with this scaling policy.
FleetArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
Name (string) --
A descriptive label that is associated with a fleet's 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. If the policy is suspended for a fleet, the policy status does not change.
ScalingAdjustment (integer) --
Amount of adjustment to make, based on the scaling adjustment type.
ScalingAdjustmentType (string) --
The type of adjustment to make to a fleet's instance count.
ComparisonOperator (string) --
Comparison operator to use when measuring a metric against the threshold value.
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.
PolicyType (string) --
The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration . For a rule-based policy set the following parameters: MetricName , ComparisonOperator , Threshold , EvaluationPeriods , ScalingAdjustmentType , and ScalingAdjustment .
TargetConfiguration (dict) --
An object that contains settings for a target-based scaling policy.
TargetValue (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).
UpdateStatus (string) --
The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE
indicates that an update was requested for the fleet but has not yet been completed for the location.
Location (string) --
The fleet location.
GameLift.Paginator.
ListAliases
¶paginator = client.get_paginator('list_aliases')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_aliases()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
RoutingStrategyType='SIMPLE'|'TERMINAL',
Name='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.
Possible routing types include the following:
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'Aliases': [
{
'AliasId': 'string',
'Name': 'string',
'AliasArn': 'string',
'Description': 'string',
'RoutingStrategy': {
'Type': 'SIMPLE'|'TERMINAL',
'FleetId': 'string',
'Message': 'string'
},
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
},
],
}
Response Structure
(dict) --
Aliases (list) --
A collection of alias resources that match the request parameters.
(dict) --
Properties that describe an alias resource.
Related actions
AliasId (string) --
A unique identifier for the alias. Alias IDs are unique within a Region.
Name (string) --
A descriptive label that is associated with an alias. Alias names do not need to be unique.
AliasArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift alias ARN, the resource ID matches the alias ID value.
Description (string) --
A human-readable description of an alias.
RoutingStrategy (dict) --
The routing configuration, including routing type and fleet target, for the alias.
Type (string) --
The type of routing strategy for the alias.
Possible routing types include the following:
FleetId (string) --
A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
Message (string) --
The message text to be used with a terminal routing strategy.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastUpdatedTime (datetime) --
The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
GameLift.Paginator.
ListBuilds
¶paginator = client.get_paginator('list_builds')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_builds()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
Status='INITIALIZED'|'READY'|'FAILED',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
Build status to filter results by. To retrieve all builds, leave this parameter empty.
Possible build statuses include the following:
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'Builds': [
{
'BuildId': 'string',
'BuildArn': 'string',
'Name': 'string',
'Version': 'string',
'Status': 'INITIALIZED'|'READY'|'FAILED',
'SizeOnDisk': 123,
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'CreationTime': datetime(2015, 1, 1),
'ServerSdkVersion': 'string'
},
],
}
Response Structure
(dict) --
Builds (list) --
A collection of build resources that match the request.
(dict) --
Properties describing a custom game build.
BuildId (string) --
A unique identifier for the build.
BuildArn (string) --
The Amazon Resource Name ( ARN ) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a GameLift build ARN, the resource ID matches the BuildId value.
Name (string) --
A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
Version (string) --
Version information associated with a build or script. Version strings do not need to be unique.
Status (string) --
Current status of the build.
Possible build statuses include the following:
SizeOnDisk (integer) --
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED
or when using a custom Amazon S3 storage location, this value is 0.
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.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
ServerSdkVersion (string) --
The GameLift Server SDK version used to develop your game server.
GameLift.Paginator.
ListCompute
¶paginator = client.get_paginator('list_compute')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_compute()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
Location='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
[REQUIRED]
A unique identifier for the fleet the compute resources are registered to.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'ComputeList': [
{
'FleetId': 'string',
'FleetArn': 'string',
'ComputeName': 'string',
'ComputeArn': 'string',
'IpAddress': 'string',
'DnsName': 'string',
'ComputeStatus': 'PENDING'|'ACTIVE'|'TERMINATING',
'Location': 'string',
'CreationTime': datetime(2015, 1, 1),
'OperatingSystem': 'WINDOWS_2012'|'AMAZON_LINUX'|'AMAZON_LINUX_2',
'Type': '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'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'r3.large'|'r3.xlarge'|'r3.2xlarge'|'r3.4xlarge'|'r3.8xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'m3.medium'|'m3.large'|'m3.xlarge'|'m3.2xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'c5d.large'|'c5d.xlarge'|'c5d.2xlarge'|'c5d.4xlarge'|'c5d.9xlarge'|'c5d.12xlarge'|'c5d.18xlarge'|'c5d.24xlarge'|'c6a.large'|'c6a.xlarge'|'c6a.2xlarge'|'c6a.4xlarge'|'c6a.8xlarge'|'c6a.12xlarge'|'c6a.16xlarge'|'c6a.24xlarge'|'c6i.large'|'c6i.xlarge'|'c6i.2xlarge'|'c6i.4xlarge'|'c6i.8xlarge'|'c6i.12xlarge'|'c6i.16xlarge'|'c6i.24xlarge'|'r5d.large'|'r5d.xlarge'|'r5d.2xlarge'|'r5d.4xlarge'|'r5d.8xlarge'|'r5d.12xlarge'|'r5d.16xlarge'|'r5d.24xlarge',
'GameLiftServiceSdkEndpoint': 'string'
},
],
}
Response Structure
(dict) --
ComputeList (list) --
A list of compute resources registered to the fleet you specified.
(dict) --
Resources used to host your game servers. A compute resource can be managed GameLift Amazon EC2 instances or your own resources.
FleetId (string) --
A unique identifier for the fleet that the compute is registered to.
FleetArn (string) --
The Amazon Resource Name (ARN) of the fleet that the compute is registered to.
ComputeName (string) --
A descriptive label that is associated with the compute resource registered to your fleet.
ComputeArn (string) --
The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.
IpAddress (string) --
The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
DnsName (string) --
The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.
ComputeStatus (string) --
Current status of the compute. A compute must have an ACTIVE
status to host game sessions.
Location (string) --
The name of the custom location you added to the fleet that this compute resource resides in.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
OperatingSystem (string) --
The type of operating system on your compute resource.
Type (string) --
Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.
GameLiftServiceSdkEndpoint (string) --
The endpoint connection details of the GameLift SDK endpoint that your game server connects to.
GameLift.Paginator.
ListFleets
¶paginator = client.get_paginator('list_fleets')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_fleets()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
BuildId='string',
ScriptId='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'FleetIds': [
'string',
],
}
Response Structure
(dict) --
FleetIds (list) --
A set of fleet IDs that match the list request.
GameLift.Paginator.
ListGameServerGroups
¶paginator = client.get_paginator('list_game_server_groups')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_game_server_groups()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
{
'GameServerGroups': [
{
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'RoleArn': 'string',
'InstanceDefinitions': [
{
'InstanceType': 'c4.large'|'c4.xlarge'|'c4.2xlarge'|'c4.4xlarge'|'c4.8xlarge'|'c5.large'|'c5.xlarge'|'c5.2xlarge'|'c5.4xlarge'|'c5.9xlarge'|'c5.12xlarge'|'c5.18xlarge'|'c5.24xlarge'|'c5a.large'|'c5a.xlarge'|'c5a.2xlarge'|'c5a.4xlarge'|'c5a.8xlarge'|'c5a.12xlarge'|'c5a.16xlarge'|'c5a.24xlarge'|'c6g.medium'|'c6g.large'|'c6g.xlarge'|'c6g.2xlarge'|'c6g.4xlarge'|'c6g.8xlarge'|'c6g.12xlarge'|'c6g.16xlarge'|'r4.large'|'r4.xlarge'|'r4.2xlarge'|'r4.4xlarge'|'r4.8xlarge'|'r4.16xlarge'|'r5.large'|'r5.xlarge'|'r5.2xlarge'|'r5.4xlarge'|'r5.8xlarge'|'r5.12xlarge'|'r5.16xlarge'|'r5.24xlarge'|'r5a.large'|'r5a.xlarge'|'r5a.2xlarge'|'r5a.4xlarge'|'r5a.8xlarge'|'r5a.12xlarge'|'r5a.16xlarge'|'r5a.24xlarge'|'r6g.medium'|'r6g.large'|'r6g.xlarge'|'r6g.2xlarge'|'r6g.4xlarge'|'r6g.8xlarge'|'r6g.12xlarge'|'r6g.16xlarge'|'m4.large'|'m4.xlarge'|'m4.2xlarge'|'m4.4xlarge'|'m4.10xlarge'|'m5.large'|'m5.xlarge'|'m5.2xlarge'|'m5.4xlarge'|'m5.8xlarge'|'m5.12xlarge'|'m5.16xlarge'|'m5.24xlarge'|'m5a.large'|'m5a.xlarge'|'m5a.2xlarge'|'m5a.4xlarge'|'m5a.8xlarge'|'m5a.12xlarge'|'m5a.16xlarge'|'m5a.24xlarge'|'m6g.medium'|'m6g.large'|'m6g.xlarge'|'m6g.2xlarge'|'m6g.4xlarge'|'m6g.8xlarge'|'m6g.12xlarge'|'m6g.16xlarge',
'WeightedCapacity': 'string'
},
],
'BalancingStrategy': 'SPOT_ONLY'|'SPOT_PREFERRED'|'ON_DEMAND_ONLY',
'GameServerProtectionPolicy': 'NO_PROTECTION'|'FULL_PROTECTION',
'AutoScalingGroupArn': 'string',
'Status': 'NEW'|'ACTIVATING'|'ACTIVE'|'DELETE_SCHEDULED'|'DELETING'|'DELETED'|'ERROR',
'StatusReason': 'string',
'SuspendedActions': [
'REPLACE_INSTANCE_TYPES',
],
'CreationTime': datetime(2015, 1, 1),
'LastUpdatedTime': datetime(2015, 1, 1)
},
],
}
Response Structure
The game server groups' game server groups.
This data type is used with the GameLift FleetIQ and game server groups.
Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group.
A game server group is created by a successful call to CreateGameServerGroup
and deleted by calling DeleteGameServerGroup
. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup
and ResumeGameServerGroup
, respectively.
A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
A generated unique ID for the game server group.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
This data type is used with the GameLift FleetIQ and game server groups.
An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
An Amazon EC2 instance type designation.
Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide . Default value is "1".
Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
The current status of the game server group. Possible statuses include:
NEW
- GameLift FleetIQ has validated the CreateGameServerGroup()
request.ACTIVATING
- GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.ACTIVE
- The game server group has been successfully created.DELETE_SCHEDULED
- A request to delete the game server group has been received.DELETING
- GameLift FleetIQ has received a valid DeleteGameServerGroup()
request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.DELETED
- The game server group has been successfully deleted.ERROR
- The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR
status.
A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
A timestamp that indicates when this game server group was last updated.
GameLift.Paginator.
ListGameServers
¶paginator = client.get_paginator('list_game_servers')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_game_servers()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
GameServerGroupName='string',
SortOrder='ASCENDING'|'DESCENDING',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
[REQUIRED]
An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
ASCENDING
to retrieve oldest game servers first, or use DESCENDING
to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'GameServers': [
{
'GameServerGroupName': 'string',
'GameServerGroupArn': 'string',
'GameServerId': 'string',
'InstanceId': 'string',
'ConnectionInfo': 'string',
'GameServerData': 'string',
'ClaimStatus': 'CLAIMED',
'UtilizationStatus': 'AVAILABLE'|'UTILIZED',
'RegistrationTime': datetime(2015, 1, 1),
'LastClaimTime': datetime(2015, 1, 1),
'LastHealthCheckTime': datetime(2015, 1, 1)
},
],
}
Response Structure
(dict) --
GameServers (list) --
A collection of game server objects that match the request.
(dict) --
This data type is used with the GameLift FleetIQ and game server groups.
Properties describing a game server that is running on an instance in a game server group.
A game server is created by a successful call to RegisterGameServer
and deleted by calling DeregisterGameServer
. A game server is claimed to host a game session by calling ClaimGameServer
.
GameServerGroupName (string) --
A unique identifier for the game server group where the game server is running.
GameServerGroupArn (string) --
The ARN identifier for the game server group where the game server is located.
GameServerId (string) --
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId (string) --
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
ConnectionInfo (string) --
The port and IP address that must be used to establish a client connection to the game server.
GameServerData (string) --
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus (string) --
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus (string) --
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.UTILIZED
- The game server is currently hosting a game session with players.RegistrationTime (datetime) --
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
LastClaimTime (datetime) --
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
LastHealthCheckTime (datetime) --
Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
GameLift.Paginator.
ListLocations
¶paginator = client.get_paginator('list_locations')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_locations()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
Filters=[
'AWS'|'CUSTOM',
],
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
Filters the list for AWS
or CUSTOM
locations.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'Locations': [
{
'LocationName': 'string',
'LocationArn': 'string'
},
],
}
Response Structure
(dict) --
Locations (list) --
A collection of locations.
(dict) --
Properties of a location
LocationName (string) --
The location's name.
LocationArn (string) --
The Amazon Resource Name ( ARN ) that is assigned to a GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
GameLift.Paginator.
ListScripts
¶paginator = client.get_paginator('list_scripts')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.list_scripts()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
{
'Scripts': [
{
'ScriptId': 'string',
'ScriptArn': 'string',
'Name': 'string',
'Version': 'string',
'SizeOnDisk': 123,
'CreationTime': datetime(2015, 1, 1),
'StorageLocation': {
'Bucket': 'string',
'Key': 'string',
'RoleArn': 'string',
'ObjectVersion': 'string'
}
},
],
}
Response Structure
A set of properties describing the requested script.
Properties describing a Realtime script.
Related actions
A unique identifier for the Realtime script
The Amazon Resource Name ( ARN ) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
A descriptive label that is associated with a script. Script names do not need to be unique.
Version information associated with a build or script. Version strings do not need to be unique.
The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
An Amazon S3 bucket identifier. Thename of the S3 bucket.
Note
GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
The name of the zip file that contains the build files or script files.
The Amazon Resource Name ( ARN ) for an IAM role that allows Amazon GameLift to access the S3 bucket.
The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
GameLift.Paginator.
SearchGameSessions
¶paginator = client.get_paginator('search_game_sessions')
paginate
(**kwargs)¶Creates an iterator that will paginate through responses from GameLift.Client.search_game_sessions()
.
See also: AWS API Documentation
Request Syntax
response_iterator = paginator.paginate(
FleetId='string',
AliasId='string',
Location='string',
FilterExpression='string',
SortExpression='string',
PaginationConfig={
'MaxItems': 123,
'PageSize': 123,
'StartingToken': 'string'
}
)
us-west-2
.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:
gameSessionName
, gameSessionId
, gameSessionProperties
, maximumSessions
, creationTimeMillis
, playerSessionCount
, hasAvailablePlayerSessions
.=
, <>
, <
, >
, <=
, >=
.=
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:
=
, <>
, <
, >
, <=
, >=
For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true"
.
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:
gameSessionName
, gameSessionId
, gameSessionProperties
, maximumSessions
, creationTimeMillis
, playerSessionCount
, hasAvailablePlayerSessions
.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.
A dictionary that provides parameters to control pagination.
The total number of items to return. If the total number of items available is more than the value specified in max-items then a NextToken
will be provided in the output that you can use to resume pagination.
The size of each page.
A token to specify where to start paginating. This is the NextToken
from a previous response.
dict
Response Syntax
{
'GameSessions': [
{
'GameSessionId': 'string',
'Name': 'string',
'FleetId': 'string',
'FleetArn': 'string',
'CreationTime': datetime(2015, 1, 1),
'TerminationTime': datetime(2015, 1, 1),
'CurrentPlayerSessionCount': 123,
'MaximumPlayerSessionCount': 123,
'Status': 'ACTIVE'|'ACTIVATING'|'TERMINATED'|'TERMINATING'|'ERROR',
'StatusReason': 'INTERRUPTED',
'GameProperties': [
{
'Key': 'string',
'Value': 'string'
},
],
'IpAddress': 'string',
'DnsName': 'string',
'Port': 123,
'PlayerSessionCreationPolicy': 'ACCEPT_ALL'|'DENY_ALL',
'CreatorId': 'string',
'GameSessionData': 'string',
'MatchmakerData': 'string',
'Location': 'string'
},
],
}
Response Structure
(dict) --
GameSessions (list) --
A collection of objects containing game session properties for each session that matches the request.
(dict) --
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
GameSessionId (string) --
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
Name (string) --
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId (string) --
A unique identifier for the fleet that the game session is running on.
FleetArn (string) --
The Amazon Resource Name ( ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime (datetime) --
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
TerminationTime (datetime) --
A 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) --
The 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.
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.
GameProperties (list) --
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session ).
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
Key (string) --
The game property identifier.
Value (string) --
The game property value.
IpAddress (string) --
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
DnsName (string) --
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
<unique identifier>.<region identifier>.amazongamelift.com
.ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Port (integer) --
The port number for the game session. To connect to a 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.
CreatorId (string) --
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
GameSessionData (string) --
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session ).
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 ).
Location (string) --
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.