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