aws-elixir v0.4.0 AWS.GameLift

Amazon GameLift Service

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools to acquire computing resources and deploy game servers, scale game server capacity to meed player demand, and track in-depth metrics on player usage and server performance.

The Amazon GameLift service API includes important functionality to:

  • Find game sessions and match players to games – Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
  • Configure and manage game server resources – Manage builds, fleets, queues, and aliases; set autoscaling policies; retrieve logs and metrics.
This reference guide describes the low-level service API for Amazon GameLift. We recommend using either the Amazon Web Services software development kit ([AWS SDK](http://aws.amazon.com/tools/#sdk)), available in multiple languages, or the [AWS command-line interface](http://aws.amazon.com/cli/) (CLI) tool. Both of these align with the low-level service API. In addition, you can use the [AWS Management Console](https://console.aws.amazon.com/gamelift/home) for Amazon GameLift for many administrative actions. **MORE RESOURCES**
  • [Amazon GameLift Developer Guide](http://docs.aws.amazon.com/gamelift/latest/developerguide/) – Learn more about Amazon GameLift features and how to use them.
  • [Lumberyard and Amazon GameLift Tutorials](https://gamedev.amazon.com/forums/tutorials) – Get started fast with walkthroughs and sample projects.
  • [GameDev Blog](http://aws.amazon.com/blogs/gamedev/) – Stay up to date with new features and techniques.
  • [GameDev Forums](https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html) – Connect with the GameDev community.
  • [Amazon GameLift Document History](http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html) – See changes to the Amazon GameLift service, SDKs, and documentation, as well as links to release notes.
**API SUMMARY** This list offers a functional overview of the Amazon GameLift service API. **Finding Games and Joining Players** You can enable players to connect to game servers on Amazon GameLift from a game client or through a game service (such as a matchmaking service). You can use these operations to discover actively running game or start new games. You can also match players to games, either singly or as a group.
  • **Discover existing game sessions**
    • `SearchGameSessions` – Get all available game sessions or search for game sessions that match a set of criteria.
  • **Start a new game session**
    • Game session placement – Use a queue to process new game session requests and create game sessions on fleets designated for the queue.
      • `StartGameSessionPlacement` – Request a new game session placement and add one or more players to it.
      • `DescribeGameSessionPlacement` – Get details on a placement request, including status.
      • `StopGameSessionPlacement` – Cancel a placement request.
    • `CreateGameSession` – Start a new game session on a specific fleet.
  • **Manage game session objects**
    • `DescribeGameSessionDetails` – Retrieve metadata and protection policies associated with one or more game sessions, including length of time active and current player count.
    • `UpdateGameSession` – Change game session settings, such as maximum player count and join policy.
    • `GetGameSessionLogUrl` – Get the location of saved logs for a game session.
  • **Manage player sessions objects**
    • `CreatePlayerSession` – Send a request for a player to join a game session.
    • `CreatePlayerSessions` – Send a request for multiple players to join a game session.
    • `DescribePlayerSessions` – Get details on player activity, including status, playing time, and player data.
**Setting Up and Managing Game Servers** When setting up Amazon GameLift, first create a game build and upload the files to Amazon GameLift. Then use these operations to set up a fleet of resources to run your game servers. Manage games to scale capacity, adjust configuration settings, access raw utilization data, and more.
  • **Manage game builds**
    • `CreateBuild` – Create a new build by uploading files stored in an Amazon S3 bucket. (To create a build stored at a local file location, use the AWS CLI command `upload-build`.)
    • `ListBuilds` – Get a list of all builds uploaded to a Amazon GameLift region.
    • `DescribeBuild` – Retrieve information associated with a build.
    • `UpdateBuild` – Change build metadata, including build name and version.
    • `DeleteBuild` – Remove a build from Amazon GameLift.
  • **Manage fleets**
    • `CreateFleet` – Configure and activate a new fleet to run a build's game servers.
    • `DeleteFleet` – Terminate a fleet that is no longer running game servers or hosting players.
    • View / update fleet configurations.
      • `ListFleets` – Get a list of all fleet IDs in a Amazon GameLift region (all statuses).
      • `DescribeFleetAttributes` / `UpdateFleetAttributes` – View or change a fleet's metadata and settings for game session protection and resource creation limits.
      • `DescribeFleetPortSettings` / `UpdateFleetPortSettings` – View or change the inbound permissions (IP address and port setting ranges) allowed for a fleet.
      • `DescribeRuntimeConfiguration` / `UpdateRuntimeConfiguration` – View or change what server processes (and how many) to run on each instance in a fleet.
      • `DescribeInstances` – Get information on each instance in a fleet, including instance ID, IP address, and status.
  • **Control fleet capacity**
    • `DescribeEC2InstanceLimits` – Retrieve maximum number of instances allowed for the current AWS account and the current usage level.
    • `DescribeFleetCapacity` / `UpdateFleetCapacity` – Retrieve the capacity settings and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.
    • Autoscale – Manage autoscaling rules and apply them to a fleet.
      • `PutScalingPolicy` – Create a new autoscaling policy, or update an existing one.
      • `DescribeScalingPolicies` – Retrieve an existing autoscaling policy.
      • `DeleteScalingPolicy` – Delete an autoscaling policy and stop it from affecting a fleet's capacity.
  • **Access fleet activity statistics**
    • `DescribeFleetUtilization` – Get current data on the number of server processes, game sessions, and players currently active on a fleet.
    • `DescribeFleetEvents` – Get a fleet's logged events for a specified time span.
    • `DescribeGameSessions` – Retrieve metadata associated with one or more game sessions, including length of time active and current player count.
  • **Remotely access an instance**
    • `GetInstanceAccess` – Request access credentials needed to remotely connect to a specified instance on a fleet.
  • **Manage fleet aliases**
    • `CreateAlias` – Define a new alias and optionally assign it to a fleet.
    • `ListAliases` – Get all fleet aliases defined in a Amazon GameLift region.
    • `DescribeAlias` – Retrieve information on an existing alias.
    • `UpdateAlias` – Change settings for a alias, such as redirecting it from one fleet to another.
    • `DeleteAlias` – Remove an alias from the region.
    • `ResolveAlias` – Get the fleet ID that a specified alias points to.
  • **Manage game session queues**
    • `CreateGameSessionQueue` – Create a queue for processing requests for new game sessions.
    • `DescribeGameSessionQueues` – Get data on all game session queues defined in a Amazon GameLift region.
    • `UpdateGameSessionQueue` – Change the configuration of a game session queue.
    • `DeleteGameSessionQueue` – Remove a game session queue from the region.

Summary

Functions

Creates an alias and sets a target fleet. A fleet alias can be used in place of a fleet ID, such as when calling CreateGameSession from a game client or game service or adding destinations to a game session queue. By changing an alias’s target fleet, you can switch your players to the new fleet without changing any other component. In production, this feature is particularly useful to redirect your player base seamlessly to the latest game server update

Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. When using this API call, you must create a .zip file containing all of the build files and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions

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

Establishes a new queue for processing requests for new game sessions. A queue identifies where new game sessions can be hosted—by specifying a list of fleet destinations—and how long a request can remain in the queue waiting to be placed before timing out. Requests for new game sessions are added to a queue by calling StartGameSessionPlacement and referencing the queue name

Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions

Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession

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

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

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

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

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

Retrieves properties for a fleet alias. This operation returns all alias metadata and settings. To get just the fleet ID an alias is currently pointing to, use ResolveAlias

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

Retrieves the following information for the specified EC2 instance type

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

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

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

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

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

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

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

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

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

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

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet

Retrieves all scaling policies applied to a fleet

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time

Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages

Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet’s capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously

This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3

Retrieves the fleet ID that a specified alias is currently pointing to

Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift attempts to create a new game session on one of the fleets associated with the queue. If no resources are available, Amazon GameLift tries again with another and so on until resources are found 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

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

Updates properties for a fleet 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

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet’s EC2 instance type

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet’s runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status

Functions

create_alias(client, input, options \\ [])

Creates an alias and sets a target fleet. A fleet alias can be used in place of a fleet ID, such as when calling CreateGameSession from a game client or game service or adding destinations to a game session queue. By changing an alias’s target fleet, you can switch your players to the new fleet without changing any other component. In production, this feature is particularly useful to redirect your player base seamlessly to the latest game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.

To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.

create_build(client, input, options \\ [])

Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. When using this API call, you must create a .zip file containing all of the build files and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift.

Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket in your AWS account. To create a build using files stored in a directory, use the CLI command [ `upload-build` ](http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html), which uploads the build files from a file location you specify and creates a build. To create a new build using `CreateBuild`, identify the

storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in INITIALIZED status. Use the API call DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets to host your game.

create_fleet(client, input, options \\ [])

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.

To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for Amazon GameLift to upload and store.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

  • Creates a fleet record and sets the status to `NEW` (followed by other statuses as the fleet is activated).
  • Sets the fleet's capacity to 1 "desired", which causes Amazon GameLift to start one new EC2 instance.
  • Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds.
  • Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.
  • Sets the fleet's status to `ACTIVE` once one server process in the fleet is ready to host a game session.
After a fleet is created, use the following actions to change fleet properties and configuration:
  • `UpdateFleetAttributes` -- Update fleet metadata, including name and description.
  • `UpdateFleetCapacity` -- Increase or decrease the number of instances you want the fleet to maintain.
  • `UpdateFleetPortSettings` -- Change the IP address and port ranges that allow access to incoming traffic.
  • `UpdateRuntimeConfiguration` -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.
  • `PutScalingPolicy` -- Create or update rules that are used to set the fleet's capacity (autoscaling).
create_game_session(client, input, options \\ [])

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

To create a game session, specify either fleet ID or alias ID, and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game session’s player session creation policy.

When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, Amazon GameLift does not evaluate the fleet’s resource limit creation policy.

create_game_session_queue(client, input, options \\ [])

Establishes a new queue for processing requests for new game sessions. A queue identifies where new game sessions can be hosted—by specifying a list of fleet destinations—and how long a request can remain in the queue waiting to be placed before timing out. Requests for new game sessions are added to a queue by calling StartGameSessionPlacement and referencing the queue name.

When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue’s default order is determined by how destinations are listed. This default order can be overridden in a game session placement request.

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

create_player_session(client, input, options \\ [])

Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.

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

create_player_sessions(client, input, options \\ [])

Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

delete_alias(client, input, options \\ [])

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

delete_build(client, input, options \\ [])

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

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

delete_fleet(client, input, options \\ [])

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

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

delete_game_session_queue(client, input, options \\ [])

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

delete_scaling_policy(client, input, options \\ [])

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

describe_alias(client, input, options \\ [])

Retrieves properties for a fleet alias. This operation returns all alias metadata and settings. To get just the fleet ID an alias is currently pointing to, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, an Alias object is returned.

describe_build(client, input, options \\ [])

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

describe_e_c2_instance_limits(client, input, options \\ [])

Retrieves the following information for the specified EC2 instance type:

  • maximum number of instances allowed per AWS account (service limit)
  • current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
describe_fleet_attributes(client, input, options \\ [])

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

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describe_fleet_capacity(client, input, options \\ [])

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

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describe_fleet_events(client, input, options \\ [])

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

describe_fleet_port_settings(client, input, options \\ [])

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

describe_fleet_utilization(client, input, options \\ [])

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

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describe_game_session_details(client, input, options \\ [])

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

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

describe_game_session_placement(client, input, options \\ [])

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

describe_game_session_queues(client, input, options \\ [])

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

describe_game_sessions(client, input, options \\ [])

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

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

describe_instances(client, input, options \\ [])

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

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

describe_player_sessions(client, input, options \\ [])

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.

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

describe_runtime_configuration(client, input, options \\ [])

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet.

describe_scaling_policies(client, input, options \\ [])

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.

get_game_session_log_url(client, input, options \\ [])

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.

See the [AWS Service Limits](http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.
get_instance_access(client, input, options \\ [])

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you’re making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance.

To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance’s IP address and a set of credentials.

list_aliases(client, input, options \\ [])

Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Aliases are not listed in any particular order.
list_builds(client, input, options \\ [])

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build records are not listed in any particular order.
list_fleets(client, input, options \\ [])

Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

Fleet records are not listed in any particular order.
put_scaling_policy(client, input, options \\ [])

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet’s capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: “If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances” could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

request_upload_credentials(client, input, options \\ [])

This API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

resolve_alias(client, input, options \\ [])

Retrieves the fleet ID that a specified alias is currently pointing to.

search_game_sessions(client, input, options \\ [])

Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails.

You can search or sort by the following game session attributes:

  • **gameSessionId** -- ID value assigned to a game session. This unique value is returned in a `GameSession` object when a new game session is created.
  • **gameSessionName** -- Name assigned to a game session. This value is set when requesting a new game session with `CreateGameSession` or updating with `UpdateGameSession`. Game session names do not need to be unique to a game session.
  • **creationTimeMillis** -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
  • **playerSessionCount** -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
  • **maximumSessions** -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with `CreateGameSession` or updating with `UpdateGameSession`.
  • **hasAvailablePlayerSessions** -- Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be `true` or `false`. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of `GameSession` objects matching the request is returned. Returned values for `playerSessionCount` and `hasAvailablePlayerSessions` change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
start_game_session_placement(client, input, options \\ [])

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift attempts to create a new game session on one of the fleets associated with the queue. If no resources are available, Amazon GameLift tries again with another and so on until resources are found 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 queue name and a set of game session properties and settings. Also provide a unique ID (such as a UUID) for the placement. You’ll use this ID to track the status of the placement request. Optionally, provide a set of IDs and player data for each player you want to join to the new game session. To optimize game play for the players, also provide latency data for all players. If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request’s status. If the status is Fulfilled, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you have the option of resubmitting the request or retrying it with a different queue.

stop_game_session_placement(client, input, options \\ [])

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.

update_alias(client, input, options \\ [])

Updates properties for a fleet 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.

update_build(client, input, options \\ [])

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

update_fleet_attributes(client, input, options \\ [])

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.

update_fleet_capacity(client, input, options \\ [])

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet’s EC2 instance type.

If you’re using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don’t provide these, autoscaling can set capacity anywhere between zero and the service limits.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet’s active instance count matches the desired instance count. You can view a fleet’s current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type’s limit, the “Limit Exceeded” exception occurs.

update_fleet_port_settings(client, input, options \\ [])

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

update_game_session(client, input, options \\ [])

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

update_game_session_queue(client, input, options \\ [])

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

update_runtime_configuration(client, input, options \\ [])

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet’s runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift’s normal process recycling activity.