GameLift / Client / update_game_server
update_game_server#
- GameLift.Client.update_game_server(**kwargs)#
This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Updates information about a registered game server to help Amazon GameLift FleetIQ 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:
To update the game server’s utilization status from
AVAILABLE
(when the game server is available to be claimed) toUTILIZED
(when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can’t change the status from toUTILIZED
toAVAILABLE
.To report health status, identify the game server and game server group and set health check to
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.To change game server metadata, provide updated game server data.
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' )
- Parameters:
GameServerGroupName (string) –
[REQUIRED]
A unique identifier for the game server group where the game server is running.
GameServerId (string) –
[REQUIRED]
A custom string that uniquely identifies the game server to update.
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.
UtilizationStatus (string) – Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from
AVAILABLE
toUTILIZED
, but you can’t change a the status fromUTILIZED
toAVAILABLE
.HealthCheck (string) – Indicates health status of the game server. A request that includes this parameter updates the game server’s LastHealthCheckTime timestamp.
- Return type:
dict
- Returns:
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