/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Aws { namespace Http { class HttpClient; class HttpClientFactory; } // namespace Http namespace Utils { template< typename R, typename E> class Outcome; namespace Threading { class Executor; } // namespace Threading } // namespace Utils namespace Auth { class AWSCredentials; class AWSCredentialsProvider; } // namespace Auth namespace Client { class RetryStrategy; } // namespace Client namespace GameLift { namespace Model { class AcceptMatchRequest; class ClaimGameServerRequest; class CreateAliasRequest; class CreateBuildRequest; class CreateFleetRequest; class CreateGameServerGroupRequest; class CreateGameSessionRequest; class CreateGameSessionQueueRequest; class CreateMatchmakingConfigurationRequest; class CreateMatchmakingRuleSetRequest; class CreatePlayerSessionRequest; class CreatePlayerSessionsRequest; class CreateScriptRequest; class CreateVpcPeeringAuthorizationRequest; class CreateVpcPeeringConnectionRequest; class DeleteAliasRequest; class DeleteBuildRequest; class DeleteFleetRequest; class DeleteGameServerGroupRequest; class DeleteGameSessionQueueRequest; class DeleteMatchmakingConfigurationRequest; class DeleteMatchmakingRuleSetRequest; class DeleteScalingPolicyRequest; class DeleteScriptRequest; class DeleteVpcPeeringAuthorizationRequest; class DeleteVpcPeeringConnectionRequest; class DeregisterGameServerRequest; class DescribeAliasRequest; class DescribeBuildRequest; class DescribeEC2InstanceLimitsRequest; class DescribeFleetAttributesRequest; class DescribeFleetCapacityRequest; class DescribeFleetEventsRequest; class DescribeFleetPortSettingsRequest; class DescribeFleetUtilizationRequest; class DescribeGameServerRequest; class DescribeGameServerGroupRequest; class DescribeGameSessionDetailsRequest; class DescribeGameSessionPlacementRequest; class DescribeGameSessionQueuesRequest; class DescribeGameSessionsRequest; class DescribeInstancesRequest; class DescribeMatchmakingRequest; class DescribeMatchmakingConfigurationsRequest; class DescribeMatchmakingRuleSetsRequest; class DescribePlayerSessionsRequest; class DescribeRuntimeConfigurationRequest; class DescribeScalingPoliciesRequest; class DescribeScriptRequest; class DescribeVpcPeeringAuthorizationsRequest; class DescribeVpcPeeringConnectionsRequest; class GetGameSessionLogUrlRequest; class GetInstanceAccessRequest; class ListAliasesRequest; class ListBuildsRequest; class ListFleetsRequest; class ListGameServerGroupsRequest; class ListGameServersRequest; class ListScriptsRequest; class ListTagsForResourceRequest; class PutScalingPolicyRequest; class RegisterGameServerRequest; class RequestUploadCredentialsRequest; class ResolveAliasRequest; class ResumeGameServerGroupRequest; class SearchGameSessionsRequest; class StartFleetActionsRequest; class StartGameSessionPlacementRequest; class StartMatchBackfillRequest; class StartMatchmakingRequest; class StopFleetActionsRequest; class StopGameSessionPlacementRequest; class StopMatchmakingRequest; class SuspendGameServerGroupRequest; class TagResourceRequest; class UntagResourceRequest; class UpdateAliasRequest; class UpdateBuildRequest; class UpdateFleetAttributesRequest; class UpdateFleetCapacityRequest; class UpdateFleetPortSettingsRequest; class UpdateGameServerRequest; class UpdateGameServerGroupRequest; class UpdateGameSessionRequest; class UpdateGameSessionQueueRequest; class UpdateMatchmakingConfigurationRequest; class UpdateRuntimeConfigurationRequest; class UpdateScriptRequest; class ValidateMatchmakingRuleSetRequest; typedef Aws::Utils::Outcome AcceptMatchOutcome; typedef Aws::Utils::Outcome ClaimGameServerOutcome; typedef Aws::Utils::Outcome CreateAliasOutcome; typedef Aws::Utils::Outcome CreateBuildOutcome; typedef Aws::Utils::Outcome CreateFleetOutcome; typedef Aws::Utils::Outcome CreateGameServerGroupOutcome; typedef Aws::Utils::Outcome CreateGameSessionOutcome; typedef Aws::Utils::Outcome CreateGameSessionQueueOutcome; typedef Aws::Utils::Outcome CreateMatchmakingConfigurationOutcome; typedef Aws::Utils::Outcome CreateMatchmakingRuleSetOutcome; typedef Aws::Utils::Outcome CreatePlayerSessionOutcome; typedef Aws::Utils::Outcome CreatePlayerSessionsOutcome; typedef Aws::Utils::Outcome CreateScriptOutcome; typedef Aws::Utils::Outcome CreateVpcPeeringAuthorizationOutcome; typedef Aws::Utils::Outcome CreateVpcPeeringConnectionOutcome; typedef Aws::Utils::Outcome DeleteAliasOutcome; typedef Aws::Utils::Outcome DeleteBuildOutcome; typedef Aws::Utils::Outcome DeleteFleetOutcome; typedef Aws::Utils::Outcome DeleteGameServerGroupOutcome; typedef Aws::Utils::Outcome DeleteGameSessionQueueOutcome; typedef Aws::Utils::Outcome DeleteMatchmakingConfigurationOutcome; typedef Aws::Utils::Outcome DeleteMatchmakingRuleSetOutcome; typedef Aws::Utils::Outcome DeleteScalingPolicyOutcome; typedef Aws::Utils::Outcome DeleteScriptOutcome; typedef Aws::Utils::Outcome DeleteVpcPeeringAuthorizationOutcome; typedef Aws::Utils::Outcome DeleteVpcPeeringConnectionOutcome; typedef Aws::Utils::Outcome DeregisterGameServerOutcome; typedef Aws::Utils::Outcome DescribeAliasOutcome; typedef Aws::Utils::Outcome DescribeBuildOutcome; typedef Aws::Utils::Outcome DescribeEC2InstanceLimitsOutcome; typedef Aws::Utils::Outcome DescribeFleetAttributesOutcome; typedef Aws::Utils::Outcome DescribeFleetCapacityOutcome; typedef Aws::Utils::Outcome DescribeFleetEventsOutcome; typedef Aws::Utils::Outcome DescribeFleetPortSettingsOutcome; typedef Aws::Utils::Outcome DescribeFleetUtilizationOutcome; typedef Aws::Utils::Outcome DescribeGameServerOutcome; typedef Aws::Utils::Outcome DescribeGameServerGroupOutcome; typedef Aws::Utils::Outcome DescribeGameSessionDetailsOutcome; typedef Aws::Utils::Outcome DescribeGameSessionPlacementOutcome; typedef Aws::Utils::Outcome DescribeGameSessionQueuesOutcome; typedef Aws::Utils::Outcome DescribeGameSessionsOutcome; typedef Aws::Utils::Outcome DescribeInstancesOutcome; typedef Aws::Utils::Outcome DescribeMatchmakingOutcome; typedef Aws::Utils::Outcome DescribeMatchmakingConfigurationsOutcome; typedef Aws::Utils::Outcome DescribeMatchmakingRuleSetsOutcome; typedef Aws::Utils::Outcome DescribePlayerSessionsOutcome; typedef Aws::Utils::Outcome DescribeRuntimeConfigurationOutcome; typedef Aws::Utils::Outcome DescribeScalingPoliciesOutcome; typedef Aws::Utils::Outcome DescribeScriptOutcome; typedef Aws::Utils::Outcome DescribeVpcPeeringAuthorizationsOutcome; typedef Aws::Utils::Outcome DescribeVpcPeeringConnectionsOutcome; typedef Aws::Utils::Outcome GetGameSessionLogUrlOutcome; typedef Aws::Utils::Outcome GetInstanceAccessOutcome; typedef Aws::Utils::Outcome ListAliasesOutcome; typedef Aws::Utils::Outcome ListBuildsOutcome; typedef Aws::Utils::Outcome ListFleetsOutcome; typedef Aws::Utils::Outcome ListGameServerGroupsOutcome; typedef Aws::Utils::Outcome ListGameServersOutcome; typedef Aws::Utils::Outcome ListScriptsOutcome; typedef Aws::Utils::Outcome ListTagsForResourceOutcome; typedef Aws::Utils::Outcome PutScalingPolicyOutcome; typedef Aws::Utils::Outcome RegisterGameServerOutcome; typedef Aws::Utils::Outcome RequestUploadCredentialsOutcome; typedef Aws::Utils::Outcome ResolveAliasOutcome; typedef Aws::Utils::Outcome ResumeGameServerGroupOutcome; typedef Aws::Utils::Outcome SearchGameSessionsOutcome; typedef Aws::Utils::Outcome StartFleetActionsOutcome; typedef Aws::Utils::Outcome StartGameSessionPlacementOutcome; typedef Aws::Utils::Outcome StartMatchBackfillOutcome; typedef Aws::Utils::Outcome StartMatchmakingOutcome; typedef Aws::Utils::Outcome StopFleetActionsOutcome; typedef Aws::Utils::Outcome StopGameSessionPlacementOutcome; typedef Aws::Utils::Outcome StopMatchmakingOutcome; typedef Aws::Utils::Outcome SuspendGameServerGroupOutcome; typedef Aws::Utils::Outcome TagResourceOutcome; typedef Aws::Utils::Outcome UntagResourceOutcome; typedef Aws::Utils::Outcome UpdateAliasOutcome; typedef Aws::Utils::Outcome UpdateBuildOutcome; typedef Aws::Utils::Outcome UpdateFleetAttributesOutcome; typedef Aws::Utils::Outcome UpdateFleetCapacityOutcome; typedef Aws::Utils::Outcome UpdateFleetPortSettingsOutcome; typedef Aws::Utils::Outcome UpdateGameServerOutcome; typedef Aws::Utils::Outcome UpdateGameServerGroupOutcome; typedef Aws::Utils::Outcome UpdateGameSessionOutcome; typedef Aws::Utils::Outcome UpdateGameSessionQueueOutcome; typedef Aws::Utils::Outcome UpdateMatchmakingConfigurationOutcome; typedef Aws::Utils::Outcome UpdateRuntimeConfigurationOutcome; typedef Aws::Utils::Outcome UpdateScriptOutcome; typedef Aws::Utils::Outcome ValidateMatchmakingRuleSetOutcome; typedef std::future AcceptMatchOutcomeCallable; typedef std::future ClaimGameServerOutcomeCallable; typedef std::future CreateAliasOutcomeCallable; typedef std::future CreateBuildOutcomeCallable; typedef std::future CreateFleetOutcomeCallable; typedef std::future CreateGameServerGroupOutcomeCallable; typedef std::future CreateGameSessionOutcomeCallable; typedef std::future CreateGameSessionQueueOutcomeCallable; typedef std::future CreateMatchmakingConfigurationOutcomeCallable; typedef std::future CreateMatchmakingRuleSetOutcomeCallable; typedef std::future CreatePlayerSessionOutcomeCallable; typedef std::future CreatePlayerSessionsOutcomeCallable; typedef std::future CreateScriptOutcomeCallable; typedef std::future CreateVpcPeeringAuthorizationOutcomeCallable; typedef std::future CreateVpcPeeringConnectionOutcomeCallable; typedef std::future DeleteAliasOutcomeCallable; typedef std::future DeleteBuildOutcomeCallable; typedef std::future DeleteFleetOutcomeCallable; typedef std::future DeleteGameServerGroupOutcomeCallable; typedef std::future DeleteGameSessionQueueOutcomeCallable; typedef std::future DeleteMatchmakingConfigurationOutcomeCallable; typedef std::future DeleteMatchmakingRuleSetOutcomeCallable; typedef std::future DeleteScalingPolicyOutcomeCallable; typedef std::future DeleteScriptOutcomeCallable; typedef std::future DeleteVpcPeeringAuthorizationOutcomeCallable; typedef std::future DeleteVpcPeeringConnectionOutcomeCallable; typedef std::future DeregisterGameServerOutcomeCallable; typedef std::future DescribeAliasOutcomeCallable; typedef std::future DescribeBuildOutcomeCallable; typedef std::future DescribeEC2InstanceLimitsOutcomeCallable; typedef std::future DescribeFleetAttributesOutcomeCallable; typedef std::future DescribeFleetCapacityOutcomeCallable; typedef std::future DescribeFleetEventsOutcomeCallable; typedef std::future DescribeFleetPortSettingsOutcomeCallable; typedef std::future DescribeFleetUtilizationOutcomeCallable; typedef std::future DescribeGameServerOutcomeCallable; typedef std::future DescribeGameServerGroupOutcomeCallable; typedef std::future DescribeGameSessionDetailsOutcomeCallable; typedef std::future DescribeGameSessionPlacementOutcomeCallable; typedef std::future DescribeGameSessionQueuesOutcomeCallable; typedef std::future DescribeGameSessionsOutcomeCallable; typedef std::future DescribeInstancesOutcomeCallable; typedef std::future DescribeMatchmakingOutcomeCallable; typedef std::future DescribeMatchmakingConfigurationsOutcomeCallable; typedef std::future DescribeMatchmakingRuleSetsOutcomeCallable; typedef std::future DescribePlayerSessionsOutcomeCallable; typedef std::future DescribeRuntimeConfigurationOutcomeCallable; typedef std::future DescribeScalingPoliciesOutcomeCallable; typedef std::future DescribeScriptOutcomeCallable; typedef std::future DescribeVpcPeeringAuthorizationsOutcomeCallable; typedef std::future DescribeVpcPeeringConnectionsOutcomeCallable; typedef std::future GetGameSessionLogUrlOutcomeCallable; typedef std::future GetInstanceAccessOutcomeCallable; typedef std::future ListAliasesOutcomeCallable; typedef std::future ListBuildsOutcomeCallable; typedef std::future ListFleetsOutcomeCallable; typedef std::future ListGameServerGroupsOutcomeCallable; typedef std::future ListGameServersOutcomeCallable; typedef std::future ListScriptsOutcomeCallable; typedef std::future ListTagsForResourceOutcomeCallable; typedef std::future PutScalingPolicyOutcomeCallable; typedef std::future RegisterGameServerOutcomeCallable; typedef std::future RequestUploadCredentialsOutcomeCallable; typedef std::future ResolveAliasOutcomeCallable; typedef std::future ResumeGameServerGroupOutcomeCallable; typedef std::future SearchGameSessionsOutcomeCallable; typedef std::future StartFleetActionsOutcomeCallable; typedef std::future StartGameSessionPlacementOutcomeCallable; typedef std::future StartMatchBackfillOutcomeCallable; typedef std::future StartMatchmakingOutcomeCallable; typedef std::future StopFleetActionsOutcomeCallable; typedef std::future StopGameSessionPlacementOutcomeCallable; typedef std::future StopMatchmakingOutcomeCallable; typedef std::future SuspendGameServerGroupOutcomeCallable; typedef std::future TagResourceOutcomeCallable; typedef std::future UntagResourceOutcomeCallable; typedef std::future UpdateAliasOutcomeCallable; typedef std::future UpdateBuildOutcomeCallable; typedef std::future UpdateFleetAttributesOutcomeCallable; typedef std::future UpdateFleetCapacityOutcomeCallable; typedef std::future UpdateFleetPortSettingsOutcomeCallable; typedef std::future UpdateGameServerOutcomeCallable; typedef std::future UpdateGameServerGroupOutcomeCallable; typedef std::future UpdateGameSessionOutcomeCallable; typedef std::future UpdateGameSessionQueueOutcomeCallable; typedef std::future UpdateMatchmakingConfigurationOutcomeCallable; typedef std::future UpdateRuntimeConfigurationOutcomeCallable; typedef std::future UpdateScriptOutcomeCallable; typedef std::future ValidateMatchmakingRuleSetOutcomeCallable; } // namespace Model class GameLiftClient; typedef std::function&) > AcceptMatchResponseReceivedHandler; typedef std::function&) > ClaimGameServerResponseReceivedHandler; typedef std::function&) > CreateAliasResponseReceivedHandler; typedef std::function&) > CreateBuildResponseReceivedHandler; typedef std::function&) > CreateFleetResponseReceivedHandler; typedef std::function&) > CreateGameServerGroupResponseReceivedHandler; typedef std::function&) > CreateGameSessionResponseReceivedHandler; typedef std::function&) > CreateGameSessionQueueResponseReceivedHandler; typedef std::function&) > CreateMatchmakingConfigurationResponseReceivedHandler; typedef std::function&) > CreateMatchmakingRuleSetResponseReceivedHandler; typedef std::function&) > CreatePlayerSessionResponseReceivedHandler; typedef std::function&) > CreatePlayerSessionsResponseReceivedHandler; typedef std::function&) > CreateScriptResponseReceivedHandler; typedef std::function&) > CreateVpcPeeringAuthorizationResponseReceivedHandler; typedef std::function&) > CreateVpcPeeringConnectionResponseReceivedHandler; typedef std::function&) > DeleteAliasResponseReceivedHandler; typedef std::function&) > DeleteBuildResponseReceivedHandler; typedef std::function&) > DeleteFleetResponseReceivedHandler; typedef std::function&) > DeleteGameServerGroupResponseReceivedHandler; typedef std::function&) > DeleteGameSessionQueueResponseReceivedHandler; typedef std::function&) > DeleteMatchmakingConfigurationResponseReceivedHandler; typedef std::function&) > DeleteMatchmakingRuleSetResponseReceivedHandler; typedef std::function&) > DeleteScalingPolicyResponseReceivedHandler; typedef std::function&) > DeleteScriptResponseReceivedHandler; typedef std::function&) > DeleteVpcPeeringAuthorizationResponseReceivedHandler; typedef std::function&) > DeleteVpcPeeringConnectionResponseReceivedHandler; typedef std::function&) > DeregisterGameServerResponseReceivedHandler; typedef std::function&) > DescribeAliasResponseReceivedHandler; typedef std::function&) > DescribeBuildResponseReceivedHandler; typedef std::function&) > DescribeEC2InstanceLimitsResponseReceivedHandler; typedef std::function&) > DescribeFleetAttributesResponseReceivedHandler; typedef std::function&) > DescribeFleetCapacityResponseReceivedHandler; typedef std::function&) > DescribeFleetEventsResponseReceivedHandler; typedef std::function&) > DescribeFleetPortSettingsResponseReceivedHandler; typedef std::function&) > DescribeFleetUtilizationResponseReceivedHandler; typedef std::function&) > DescribeGameServerResponseReceivedHandler; typedef std::function&) > DescribeGameServerGroupResponseReceivedHandler; typedef std::function&) > DescribeGameSessionDetailsResponseReceivedHandler; typedef std::function&) > DescribeGameSessionPlacementResponseReceivedHandler; typedef std::function&) > DescribeGameSessionQueuesResponseReceivedHandler; typedef std::function&) > DescribeGameSessionsResponseReceivedHandler; typedef std::function&) > DescribeInstancesResponseReceivedHandler; typedef std::function&) > DescribeMatchmakingResponseReceivedHandler; typedef std::function&) > DescribeMatchmakingConfigurationsResponseReceivedHandler; typedef std::function&) > DescribeMatchmakingRuleSetsResponseReceivedHandler; typedef std::function&) > DescribePlayerSessionsResponseReceivedHandler; typedef std::function&) > DescribeRuntimeConfigurationResponseReceivedHandler; typedef std::function&) > DescribeScalingPoliciesResponseReceivedHandler; typedef std::function&) > DescribeScriptResponseReceivedHandler; typedef std::function&) > DescribeVpcPeeringAuthorizationsResponseReceivedHandler; typedef std::function&) > DescribeVpcPeeringConnectionsResponseReceivedHandler; typedef std::function&) > GetGameSessionLogUrlResponseReceivedHandler; typedef std::function&) > GetInstanceAccessResponseReceivedHandler; typedef std::function&) > ListAliasesResponseReceivedHandler; typedef std::function&) > ListBuildsResponseReceivedHandler; typedef std::function&) > ListFleetsResponseReceivedHandler; typedef std::function&) > ListGameServerGroupsResponseReceivedHandler; typedef std::function&) > ListGameServersResponseReceivedHandler; typedef std::function&) > ListScriptsResponseReceivedHandler; typedef std::function&) > ListTagsForResourceResponseReceivedHandler; typedef std::function&) > PutScalingPolicyResponseReceivedHandler; typedef std::function&) > RegisterGameServerResponseReceivedHandler; typedef std::function&) > RequestUploadCredentialsResponseReceivedHandler; typedef std::function&) > ResolveAliasResponseReceivedHandler; typedef std::function&) > ResumeGameServerGroupResponseReceivedHandler; typedef std::function&) > SearchGameSessionsResponseReceivedHandler; typedef std::function&) > StartFleetActionsResponseReceivedHandler; typedef std::function&) > StartGameSessionPlacementResponseReceivedHandler; typedef std::function&) > StartMatchBackfillResponseReceivedHandler; typedef std::function&) > StartMatchmakingResponseReceivedHandler; typedef std::function&) > StopFleetActionsResponseReceivedHandler; typedef std::function&) > StopGameSessionPlacementResponseReceivedHandler; typedef std::function&) > StopMatchmakingResponseReceivedHandler; typedef std::function&) > SuspendGameServerGroupResponseReceivedHandler; typedef std::function&) > TagResourceResponseReceivedHandler; typedef std::function&) > UntagResourceResponseReceivedHandler; typedef std::function&) > UpdateAliasResponseReceivedHandler; typedef std::function&) > UpdateBuildResponseReceivedHandler; typedef std::function&) > UpdateFleetAttributesResponseReceivedHandler; typedef std::function&) > UpdateFleetCapacityResponseReceivedHandler; typedef std::function&) > UpdateFleetPortSettingsResponseReceivedHandler; typedef std::function&) > UpdateGameServerResponseReceivedHandler; typedef std::function&) > UpdateGameServerGroupResponseReceivedHandler; typedef std::function&) > UpdateGameSessionResponseReceivedHandler; typedef std::function&) > UpdateGameSessionQueueResponseReceivedHandler; typedef std::function&) > UpdateMatchmakingConfigurationResponseReceivedHandler; typedef std::function&) > UpdateRuntimeConfigurationResponseReceivedHandler; typedef std::function&) > UpdateScriptResponseReceivedHandler; typedef std::function&) > ValidateMatchmakingRuleSetResponseReceivedHandler; /** * Amazon GameLift Service

Amazon GameLift provides a * range of multiplayer game hosting solutions. As a fully managed service, * GameLift helps you:

  • Set up EC2-based computing resources and * use GameLift FleetIQ to and deploy your game servers on low-cost, reliable Spot * instances.

  • Track game server availability and route players * into game sessions to minimize latency.

  • Automatically scale * your resources to meet player demand and manage costs

  • *

    Optionally add FlexMatch matchmaking.

With GameLift as a * managed service, you have the option to deploy your custom game server or use * Amazon GameLift Realtime Servers to quickly stand up lightweight game servers * for your game. Realtime Servers provides an efficient game server framework with * core Amazon GameLift infrastructure already built in.

Now in Public * Preview:

Use GameLift FleetIQ as a standalone feature with EC2 * instances and Auto Scaling groups. GameLift FleetIQ provides optimizations that * make low-cost Spot instances viable for game hosting. This extension of GameLift * FleetIQ gives you access to these optimizations while managing your EC2 * instances and Auto Scaling groups within your own AWS account.

Get * Amazon GameLift Tools and Resources

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

API Summary

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

  • *

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

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

* Task-based list of API actions

*/ class AWS_GAMELIFT_API GameLiftClient : public Aws::Client::AWSJsonClient { public: typedef Aws::Client::AWSJsonClient BASECLASS; /** * Initializes client to use DefaultCredentialProviderChain, with default http client factory, and optional client config. If client config * is not specified, it will be initialized to default values. */ GameLiftClient(const Aws::Client::ClientConfiguration& clientConfiguration = Aws::Client::ClientConfiguration()); /** * Initializes client to use SimpleAWSCredentialsProvider, with default http client factory, and optional client config. If client config * is not specified, it will be initialized to default values. */ GameLiftClient(const Aws::Auth::AWSCredentials& credentials, const Aws::Client::ClientConfiguration& clientConfiguration = Aws::Client::ClientConfiguration()); /** * Initializes client to use specified credentials provider with specified client config. If http client factory is not supplied, * the default http client factory will be used */ GameLiftClient(const std::shared_ptr& credentialsProvider, const Aws::Client::ClientConfiguration& clientConfiguration = Aws::Client::ClientConfiguration()); virtual ~GameLiftClient(); /** *

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, the ticket status is * returned to SEARCHING to find a new match. For tickets where one or * more players failed to respond, the ticket status is set to * CANCELLED, and processing is terminated. A new matchmaking request * for these players can be submitted as needed.

Learn more

*

* Add FlexMatch to a Game Client

* FlexMatch Events Reference

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::AcceptMatchOutcome AcceptMatch(const Model::AcceptMatchRequest& request) const; /** *

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, the ticket status is * returned to SEARCHING to find a new match. For tickets where one or * more players failed to respond, the ticket status is set to * CANCELLED, and processing is terminated. A new matchmaking request * for these players can be submitted as needed.

Learn more

*

* Add FlexMatch to a Game Client

* FlexMatch Events Reference

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::AcceptMatchOutcomeCallable AcceptMatchCallable(const Model::AcceptMatchRequest& request) const; /** *

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, the ticket status is * returned to SEARCHING to find a new match. For tickets where one or * more players failed to respond, the ticket status is set to * CANCELLED, and processing is terminated. A new matchmaking request * for these players can be submitted as needed.

Learn more

*

* Add FlexMatch to a Game Client

* FlexMatch Events Reference

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void AcceptMatchAsync(const Model::AcceptMatchRequest& request, const AcceptMatchResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Locates an * available game server and temporarily reserves it to host gameplay and players. * This action is called by a game client or client service (such as a matchmaker) * to request hosting resources for a new game session. In response, GameLift * FleetIQ searches for an available game server in the specified game server * group, places the game server in "claimed" status for 60 seconds, and returns * connection information back to the requester so that players can connect to the * game server.

There are two ways you can claim a game server. For the * first option, you provide a game server group ID only, which prompts GameLift * FleetIQ to search for an available game server in the specified group and claim * it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as * few instances as possible to minimize hosting costs. For the second option, you * request a specific game server by its ID. This option results in a less * efficient claiming process because it does not take advantage of consolidation * and may fail if the requested game server is unavailable.

To claim a * game server, identify a game server group and (optionally) a game server ID. If * your game requires that game data be provided to the game server at the start of * a game, such as a game map or player information, you can provide it in your * claim request.

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 allows the game server to be prompted to update its status to * UTILIZED (using UpdateGameServer). 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.

If you try to claim a * specific game server, this request will fail in the following cases: (1) if the * game server utilization status is UTILIZED, (2) if the game server claim status * is CLAIMED, or (3) if the instance that the game server is running on is flagged * as draining.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ClaimGameServerOutcome ClaimGameServer(const Model::ClaimGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Locates an * available game server and temporarily reserves it to host gameplay and players. * This action is called by a game client or client service (such as a matchmaker) * to request hosting resources for a new game session. In response, GameLift * FleetIQ searches for an available game server in the specified game server * group, places the game server in "claimed" status for 60 seconds, and returns * connection information back to the requester so that players can connect to the * game server.

There are two ways you can claim a game server. For the * first option, you provide a game server group ID only, which prompts GameLift * FleetIQ to search for an available game server in the specified group and claim * it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as * few instances as possible to minimize hosting costs. For the second option, you * request a specific game server by its ID. This option results in a less * efficient claiming process because it does not take advantage of consolidation * and may fail if the requested game server is unavailable.

To claim a * game server, identify a game server group and (optionally) a game server ID. If * your game requires that game data be provided to the game server at the start of * a game, such as a game map or player information, you can provide it in your * claim request.

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 allows the game server to be prompted to update its status to * UTILIZED (using UpdateGameServer). 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.

If you try to claim a * specific game server, this request will fail in the following cases: (1) if the * game server utilization status is UTILIZED, (2) if the game server claim status * is CLAIMED, or (3) if the instance that the game server is running on is flagged * as draining.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ClaimGameServerOutcomeCallable ClaimGameServerCallable(const Model::ClaimGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Locates an * available game server and temporarily reserves it to host gameplay and players. * This action is called by a game client or client service (such as a matchmaker) * to request hosting resources for a new game session. In response, GameLift * FleetIQ searches for an available game server in the specified game server * group, places the game server in "claimed" status for 60 seconds, and returns * connection information back to the requester so that players can connect to the * game server.

There are two ways you can claim a game server. For the * first option, you provide a game server group ID only, which prompts GameLift * FleetIQ to search for an available game server in the specified group and claim * it. With this option, GameLift FleetIQ attempts to consolidate gameplay on as * few instances as possible to minimize hosting costs. For the second option, you * request a specific game server by its ID. This option results in a less * efficient claiming process because it does not take advantage of consolidation * and may fail if the requested game server is unavailable.

To claim a * game server, identify a game server group and (optionally) a game server ID. If * your game requires that game data be provided to the game server at the start of * a game, such as a game map or player information, you can provide it in your * claim request.

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 allows the game server to be prompted to update its status to * UTILIZED (using UpdateGameServer). 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.

If you try to claim a * specific game server, this request will fail in the following cases: (1) if the * game server utilization status is UTILIZED, (2) if the game server claim status * is CLAIMED, or (3) if the instance that the game server is running on is flagged * as draining.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ClaimGameServerAsync(const Model::ClaimGameServerRequest& request, const ClaimGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

See Also:

AWS * API Reference

*/ virtual Model::CreateAliasOutcome CreateAlias(const Model::CreateAliasRequest& request) const; /** *

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.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateAliasOutcomeCallable CreateAliasCallable(const Model::CreateAliasRequest& request) const; /** *

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.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateAliasAsync(const Model::CreateAliasRequest& request, const CreateAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Creates a new Amazon GameLift build resource for your game server binary * files. Game server binaries must be combined into a zip file for use with Amazon * GameLift.

When setting up a new game build for GameLift, we * recommend using the AWS 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.

The CreateBuild operation can * used in the following scenarios:

  • To create a new game build * with build files that are in an S3 location under an AWS account that you * control. To use this option, you must first give Amazon GameLift access to the * S3 bucket. With permissions in place, call CreateBuild and specify * a build name, operating system, and the S3 storage location of your game * build.

  • To directly upload your build files to a GameLift S3 * location. To use this option, first call CreateBuild and specify a * build name and operating system. This action creates a new build resource and * also returns an S3 location with temporary access credentials. Use the * credentials to manually upload your build files to the specified S3 location. * For more information, see Uploading * Objects in the Amazon S3 Developer Guide. Build files can be uploaded * to the GameLift S3 location once only; that can't be updated.

*

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.

Learn * more

Uploading * Your Game

* Create a Build with Files in Amazon S3

Related operations *

See Also:

AWS * API Reference

*/ virtual Model::CreateBuildOutcome CreateBuild(const Model::CreateBuildRequest& request) const; /** *

Creates a new Amazon GameLift build resource for your game server binary * files. Game server binaries must be combined into a zip file for use with Amazon * GameLift.

When setting up a new game build for GameLift, we * recommend using the AWS 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.

The CreateBuild operation can * used in the following scenarios:

  • To create a new game build * with build files that are in an S3 location under an AWS account that you * control. To use this option, you must first give Amazon GameLift access to the * S3 bucket. With permissions in place, call CreateBuild and specify * a build name, operating system, and the S3 storage location of your game * build.

  • To directly upload your build files to a GameLift S3 * location. To use this option, first call CreateBuild and specify a * build name and operating system. This action creates a new build resource and * also returns an S3 location with temporary access credentials. Use the * credentials to manually upload your build files to the specified S3 location. * For more information, see Uploading * Objects in the Amazon S3 Developer Guide. Build files can be uploaded * to the GameLift S3 location once only; that can't be updated.

*

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.

Learn * more

Uploading * Your Game

* Create a Build with Files in Amazon S3

Related operations *

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateBuildOutcomeCallable CreateBuildCallable(const Model::CreateBuildRequest& request) const; /** *

Creates a new Amazon GameLift build resource for your game server binary * files. Game server binaries must be combined into a zip file for use with Amazon * GameLift.

When setting up a new game build for GameLift, we * recommend using the AWS 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.

The CreateBuild operation can * used in the following scenarios:

  • To create a new game build * with build files that are in an S3 location under an AWS account that you * control. To use this option, you must first give Amazon GameLift access to the * S3 bucket. With permissions in place, call CreateBuild and specify * a build name, operating system, and the S3 storage location of your game * build.

  • To directly upload your build files to a GameLift S3 * location. To use this option, first call CreateBuild and specify a * build name and operating system. This action creates a new build resource and * also returns an S3 location with temporary access credentials. Use the * credentials to manually upload your build files to the specified S3 location. * For more information, see Uploading * Objects in the Amazon S3 Developer Guide. Build files can be uploaded * to the GameLift S3 location once only; that can't be updated.

*

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.

Learn * more

Uploading * Your Game

* Create a Build with Files in Amazon S3

Related operations *

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateBuildAsync(const Model::CreateBuildRequest& request, const CreateBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

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

  • *

    Creates a fleet resource. Status: NEW.

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

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

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

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

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

Learn more

Setting * Up Fleets

Debug * Fleet Creation Issues

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::CreateFleetOutcome CreateFleet(const Model::CreateFleetRequest& request) const; /** *

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

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

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

  • *

    Creates a fleet resource. Status: NEW.

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

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

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

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

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

Learn more

Setting * Up Fleets

Debug * Fleet Creation Issues

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateFleetOutcomeCallable CreateFleetCallable(const Model::CreateFleetRequest& request) const; /** *

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

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

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

  • *

    Creates a fleet resource. Status: NEW.

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

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

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

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

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

Learn more

Setting * Up Fleets

Debug * Fleet Creation Issues

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateFleetAsync(const Model::CreateFleetRequest& request, const CreateFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Creates a * GameLift FleetIQ game server group to manage a collection of EC2 instances for * game hosting. In addition to creating the game server group, this action also * creates an Auto Scaling group in your AWS account and establishes a link between * the two groups. You have full control over configuration of the Auto Scaling * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in * order to optimize the group's instances for low-cost game hosting. 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.

Prior creating a new * game server group, you must set up the following:

  • An EC2 * launch template. The template provides configuration settings for a set of EC2 * instances and includes the game server build that you want to deploy and run on * each instance. For more information on creating a launch template, see * Launching an Instance from a Launch Template in the Amazon EC2 User * Guide.

  • An IAM role. The role sets up limited access to * your AWS account, allowing GameLift FleetIQ to create and manage the EC2 Auto * Scaling group, get instance data, and emit metrics and events to CloudWatch. For * more information on setting up an IAM permissions policy with principal access * for GameLift, see * Specifying a Principal in a Policy in the Amazon S3 Developer * Guide.

To create a new game server group, provide a name * and specify the IAM role and EC2 launch template. You also need to provide a * list of instance types to be used in the group and set initial maximum and * minimum limits on the group's instance count. You can optionally set an * autoscaling 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. * Keep in mind, however, that some properties are periodically updated by GameLift * FleetIQ as it balances the group's instances based on availability and cost.

*

Learn more

GameLift * FleetIQ Guide

Updating * a GameLift FleetIQ-Linked Auto Scaling Group

Related * operations

See Also:

AWS * API Reference

*/ virtual Model::CreateGameServerGroupOutcome CreateGameServerGroup(const Model::CreateGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Creates a * GameLift FleetIQ game server group to manage a collection of EC2 instances for * game hosting. In addition to creating the game server group, this action also * creates an Auto Scaling group in your AWS account and establishes a link between * the two groups. You have full control over configuration of the Auto Scaling * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in * order to optimize the group's instances for low-cost game hosting. 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.

Prior creating a new * game server group, you must set up the following:

  • An EC2 * launch template. The template provides configuration settings for a set of EC2 * instances and includes the game server build that you want to deploy and run on * each instance. For more information on creating a launch template, see * Launching an Instance from a Launch Template in the Amazon EC2 User * Guide.

  • An IAM role. The role sets up limited access to * your AWS account, allowing GameLift FleetIQ to create and manage the EC2 Auto * Scaling group, get instance data, and emit metrics and events to CloudWatch. For * more information on setting up an IAM permissions policy with principal access * for GameLift, see * Specifying a Principal in a Policy in the Amazon S3 Developer * Guide.

To create a new game server group, provide a name * and specify the IAM role and EC2 launch template. You also need to provide a * list of instance types to be used in the group and set initial maximum and * minimum limits on the group's instance count. You can optionally set an * autoscaling 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. * Keep in mind, however, that some properties are periodically updated by GameLift * FleetIQ as it balances the group's instances based on availability and cost.

*

Learn more

GameLift * FleetIQ Guide

Updating * a GameLift FleetIQ-Linked Auto Scaling Group

Related * operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateGameServerGroupOutcomeCallable CreateGameServerGroupCallable(const Model::CreateGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Creates a * GameLift FleetIQ game server group to manage a collection of EC2 instances for * game hosting. In addition to creating the game server group, this action also * creates an Auto Scaling group in your AWS account and establishes a link between * the two groups. You have full control over configuration of the Auto Scaling * group, but GameLift FleetIQ routinely certain Auto Scaling group properties in * order to optimize the group's instances for low-cost game hosting. 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.

Prior creating a new * game server group, you must set up the following:

  • An EC2 * launch template. The template provides configuration settings for a set of EC2 * instances and includes the game server build that you want to deploy and run on * each instance. For more information on creating a launch template, see * Launching an Instance from a Launch Template in the Amazon EC2 User * Guide.

  • An IAM role. The role sets up limited access to * your AWS account, allowing GameLift FleetIQ to create and manage the EC2 Auto * Scaling group, get instance data, and emit metrics and events to CloudWatch. For * more information on setting up an IAM permissions policy with principal access * for GameLift, see * Specifying a Principal in a Policy in the Amazon S3 Developer * Guide.

To create a new game server group, provide a name * and specify the IAM role and EC2 launch template. You also need to provide a * list of instance types to be used in the group and set initial maximum and * minimum limits on the group's instance count. You can optionally set an * autoscaling 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. * Keep in mind, however, that some properties are periodically updated by GameLift * FleetIQ as it balances the group's instances based on availability and cost.

*

Learn more

GameLift * FleetIQ Guide

Updating * a GameLift FleetIQ-Linked Auto Scaling Group

Related * operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateGameServerGroupAsync(const Model::CreateGameServerGroupRequest& request, const CreateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

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

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

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

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

Available in * Amazon GameLift Local.

See * Also:

AWS * API Reference

*/ virtual Model::CreateGameSessionOutcome CreateGameSession(const Model::CreateGameSessionRequest& request) const; /** *

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

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

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

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

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

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

Available in * Amazon GameLift Local.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateGameSessionOutcomeCallable CreateGameSessionCallable(const Model::CreateGameSessionRequest& request) const; /** *

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

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

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

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

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

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

Available in * Amazon GameLift Local.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateGameSessionAsync(const Model::CreateGameSessionRequest& request, const CreateGameSessionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

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

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

Learn more

* * Design a Game Session Queue

* Create a Game Session Queue

Related operations

See Also:

AWS * API Reference

*/ virtual Model::CreateGameSessionQueueOutcome CreateGameSessionQueue(const Model::CreateGameSessionQueueRequest& request) const; /** *

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

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

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

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

Learn more

* * Design a Game Session Queue

* Create a Game Session Queue

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateGameSessionQueueOutcomeCallable CreateGameSessionQueueCallable(const Model::CreateGameSessionQueueRequest& request) const; /** *

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

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

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

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

Learn more

* * Design a Game Session Queue

* Create a Game Session Queue

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateGameSessionQueueAsync(const Model::CreateGameSessionQueueRequest& request, const CreateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

*

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

Learn more

* * Design a FlexMatch Matchmaker

* Setting up Notifications for Matchmaking

Related operations *

See Also:

AWS * API Reference

*/ virtual Model::CreateMatchmakingConfigurationOutcome CreateMatchmakingConfiguration(const Model::CreateMatchmakingConfigurationRequest& request) const; /** *

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

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

*

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

Learn more

* * Design a FlexMatch Matchmaker

* Setting up Notifications for Matchmaking

Related operations *

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateMatchmakingConfigurationOutcomeCallable CreateMatchmakingConfigurationCallable(const Model::CreateMatchmakingConfigurationRequest& request) const; /** *

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

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

*

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

Learn more

* * Design a FlexMatch Matchmaker

* Setting up Notifications for Matchmaking

Related operations *

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateMatchmakingConfigurationAsync(const Model::CreateMatchmakingConfigurationRequest& request, const CreateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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. A rule set is used by a MatchmakingConfiguration.

*

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

Related operations

See Also:

AWS * API Reference

*/ virtual Model::CreateMatchmakingRuleSetOutcome CreateMatchmakingRuleSet(const Model::CreateMatchmakingRuleSetRequest& request) const; /** *

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. A rule set is used by a MatchmakingConfiguration.

*

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

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateMatchmakingRuleSetOutcomeCallable CreateMatchmakingRuleSetCallable(const Model::CreateMatchmakingRuleSetRequest& request) const; /** *

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. A rule set is used by a MatchmakingConfiguration.

*

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

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateMatchmakingRuleSetAsync(const Model::CreateMatchmakingRuleSetRequest& request, const CreateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

Available in * Amazon GameLift Local.

See * Also:

AWS * API Reference

*/ virtual Model::CreatePlayerSessionOutcome CreatePlayerSession(const Model::CreatePlayerSessionRequest& request) const; /** *

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

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

Available in * Amazon GameLift Local.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreatePlayerSessionOutcomeCallable CreatePlayerSessionCallable(const Model::CreatePlayerSessionRequest& request) const; /** *

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

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

Available in * Amazon GameLift Local.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreatePlayerSessionAsync(const Model::CreatePlayerSessionRequest& request, const CreatePlayerSessionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

Available in Amazon GameLift Local.

See * Also:

AWS * API Reference

*/ virtual Model::CreatePlayerSessionsOutcome CreatePlayerSessions(const Model::CreatePlayerSessionsRequest& request) const; /** *

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

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

Available in Amazon GameLift Local.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreatePlayerSessionsOutcomeCallable CreatePlayerSessionsCallable(const Model::CreatePlayerSessionsRequest& request) const; /** *

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

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

Available in Amazon GameLift Local.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreatePlayerSessionsAsync(const Model::CreatePlayerSessionsRequest& request, const CreatePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

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

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

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

Learn more

Amazon * GameLift Realtime Servers

Set * Up a Role for Amazon GameLift Access

Related operations

*

See Also:

* AWS * API Reference

*/ virtual Model::CreateScriptOutcome CreateScript(const Model::CreateScriptRequest& request) const; /** *

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

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

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

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

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

Learn more

Amazon * GameLift Realtime Servers

Set * Up a Role for Amazon GameLift Access

Related operations

*

See Also:

* AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateScriptOutcomeCallable CreateScriptCallable(const Model::CreateScriptRequest& request) const; /** *

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

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

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

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

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

Learn more

Amazon * GameLift Realtime Servers

Set * Up a Role for Amazon GameLift Access

Related operations

*

See Also:

* AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateScriptAsync(const Model::CreateScriptRequest& request, const CreateScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

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

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

*

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

See Also:

AWS * API Reference

*/ virtual Model::CreateVpcPeeringAuthorizationOutcome CreateVpcPeeringAuthorization(const Model::CreateVpcPeeringAuthorizationRequest& request) const; /** *

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

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

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

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

*

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

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateVpcPeeringAuthorizationOutcomeCallable CreateVpcPeeringAuthorizationCallable(const Model::CreateVpcPeeringAuthorizationRequest& request) const; /** *

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

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

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

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

*

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

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateVpcPeeringAuthorizationAsync(const Model::CreateVpcPeeringAuthorizationRequest& request, const CreateVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

*

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

See Also:

AWS * API Reference

*/ virtual Model::CreateVpcPeeringConnectionOutcome CreateVpcPeeringConnection(const Model::CreateVpcPeeringConnectionRequest& request) const; /** *

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

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

*

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

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::CreateVpcPeeringConnectionOutcomeCallable CreateVpcPeeringConnectionCallable(const Model::CreateVpcPeeringConnectionRequest& request) const; /** *

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

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

*

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

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void CreateVpcPeeringConnectionAsync(const Model::CreateVpcPeeringConnectionRequest& request, const CreateVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

See Also:

AWS * API Reference

*/ virtual Model::DeleteAliasOutcome DeleteAlias(const Model::DeleteAliasRequest& request) const; /** *

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

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteAliasOutcomeCallable DeleteAliasCallable(const Model::DeleteAliasRequest& request) const; /** *

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

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteAliasAsync(const Model::DeleteAliasRequest& request, const DeleteAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Deletes a build. This action 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.

Learn * more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DeleteBuildOutcome DeleteBuild(const Model::DeleteBuildRequest& request) const; /** *

Deletes a build. This action 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.

Learn * more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteBuildOutcomeCallable DeleteBuildCallable(const Model::DeleteBuildRequest& request) const; /** *

Deletes a build. This action 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.

Learn * more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteBuildAsync(const Model::DeleteBuildRequest& request, const DeleteBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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--this is done as part of the delete fleet process.

*

This action removes the fleet and its resources. Once a fleet is deleted, you * can no longer use any of the resource in that fleet.

Learn more *

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DeleteFleetOutcome DeleteFleet(const Model::DeleteFleetRequest& request) const; /** *

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

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--this is done as part of the delete fleet process.

*

This action removes the fleet and its resources. Once a fleet is deleted, you * can no longer use any of the resource in that fleet.

Learn more *

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteFleetOutcomeCallable DeleteFleetCallable(const Model::DeleteFleetRequest& request) const; /** *

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

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--this is done as part of the delete fleet process.

*

This action removes the fleet and its resources. Once a fleet is deleted, you * can no longer use any of the resource in that fleet.

Learn more *

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteFleetAsync(const Model::DeleteFleetRequest& request, const DeleteFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

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 action selected, this action may * affect three types of resources: the game server group, the corresponding Auto * Scaling group, and all game servers currently running in the group.

To * delete a game server group, identify the game server group to delete and specify * the type of delete action 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 actions are kicked off. The game server group status is changed to * DELETE_SCHEDULED, which prevents new game servers from being registered and * stops autoscaling activity. Once all game servers in the game server group are * de-registered, GameLift FleetIQ can begin deleting resources. If any of the * delete actions fail, the game server group is placed in ERROR status.

*

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DeleteGameServerGroupOutcome DeleteGameServerGroup(const Model::DeleteGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

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 action selected, this action may * affect three types of resources: the game server group, the corresponding Auto * Scaling group, and all game servers currently running in the group.

To * delete a game server group, identify the game server group to delete and specify * the type of delete action 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 actions are kicked off. The game server group status is changed to * DELETE_SCHEDULED, which prevents new game servers from being registered and * stops autoscaling activity. Once all game servers in the game server group are * de-registered, GameLift FleetIQ can begin deleting resources. If any of the * delete actions fail, the game server group is placed in ERROR status.

*

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteGameServerGroupOutcomeCallable DeleteGameServerGroupCallable(const Model::DeleteGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

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 action selected, this action may * affect three types of resources: the game server group, the corresponding Auto * Scaling group, and all game servers currently running in the group.

To * delete a game server group, identify the game server group to delete and specify * the type of delete action 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 actions are kicked off. The game server group status is changed to * DELETE_SCHEDULED, which prevents new game servers from being registered and * stops autoscaling activity. Once all game servers in the game server group are * de-registered, GameLift FleetIQ can begin deleting resources. If any of the * delete actions fail, the game server group is placed in ERROR status.

*

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteGameServerGroupAsync(const Model::DeleteGameServerGroupRequest& request, const DeleteGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

Learn more

* Using Multi-Region Queues

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DeleteGameSessionQueueOutcome DeleteGameSessionQueue(const Model::DeleteGameSessionQueueRequest& request) const; /** *

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.

Learn more

* Using Multi-Region Queues

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteGameSessionQueueOutcomeCallable DeleteGameSessionQueueCallable(const Model::DeleteGameSessionQueueRequest& request) const; /** *

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.

Learn more

* Using Multi-Region Queues

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteGameSessionQueueAsync(const Model::DeleteGameSessionQueueRequest& request, const DeleteGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

Related operations *

See Also:

AWS * API Reference

*/ virtual Model::DeleteMatchmakingConfigurationOutcome DeleteMatchmakingConfiguration(const Model::DeleteMatchmakingConfigurationRequest& request) const; /** *

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.

Related operations *

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteMatchmakingConfigurationOutcomeCallable DeleteMatchmakingConfigurationCallable(const Model::DeleteMatchmakingConfigurationRequest& request) const; /** *

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.

Related operations *

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteMatchmakingConfigurationAsync(const Model::DeleteMatchmakingConfigurationRequest& request, const DeleteMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

Learn more

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DeleteMatchmakingRuleSetOutcome DeleteMatchmakingRuleSet(const Model::DeleteMatchmakingRuleSetRequest& request) const; /** *

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

Learn more

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteMatchmakingRuleSetOutcomeCallable DeleteMatchmakingRuleSetCallable(const Model::DeleteMatchmakingRuleSetRequest& request) const; /** *

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

Learn more

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteMatchmakingRuleSetAsync(const Model::DeleteMatchmakingRuleSetRequest& request, const DeleteMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

*

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

See Also:

AWS * API Reference

*/ virtual Model::DeleteScalingPolicyOutcome DeleteScalingPolicy(const Model::DeleteScalingPolicyRequest& request) const; /** *

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

*

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

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteScalingPolicyOutcomeCallable DeleteScalingPolicyCallable(const Model::DeleteScalingPolicyRequest& request) const; /** *

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

*

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

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteScalingPolicyAsync(const Model::DeleteScalingPolicyRequest& request, const DeleteScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DeleteScriptOutcome DeleteScript(const Model::DeleteScriptRequest& request) const; /** *

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

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

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteScriptOutcomeCallable DeleteScriptCallable(const Model::DeleteScriptRequest& request) const; /** *

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

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

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteScriptAsync(const Model::DeleteScriptRequest& request, const DeleteScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Cancels a pending VPC peering authorization for the specified VPC. If you * need to delete an existing VPC peering connection, call * DeleteVpcPeeringConnection.

See Also:

AWS * API Reference

*/ virtual Model::DeleteVpcPeeringAuthorizationOutcome DeleteVpcPeeringAuthorization(const Model::DeleteVpcPeeringAuthorizationRequest& request) const; /** *

Cancels a pending VPC peering authorization for the specified VPC. If you * need to delete an existing VPC peering connection, call * DeleteVpcPeeringConnection.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteVpcPeeringAuthorizationOutcomeCallable DeleteVpcPeeringAuthorizationCallable(const Model::DeleteVpcPeeringAuthorizationRequest& request) const; /** *

Cancels a pending VPC peering authorization for the specified VPC. If you * need to delete an existing VPC peering connection, call * DeleteVpcPeeringConnection.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteVpcPeeringAuthorizationAsync(const Model::DeleteVpcPeeringAuthorizationRequest& request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

See Also:

AWS * API Reference

*/ virtual Model::DeleteVpcPeeringConnectionOutcome DeleteVpcPeeringConnection(const Model::DeleteVpcPeeringConnectionRequest& request) const; /** *

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

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

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeleteVpcPeeringConnectionOutcomeCallable DeleteVpcPeeringConnectionCallable(const Model::DeleteVpcPeeringConnectionRequest& request) const; /** *

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

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

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeleteVpcPeeringConnectionAsync(const Model::DeleteVpcPeeringConnectionRequest& request, const DeleteVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Removes the * game server resource from the game server group. As a result of this action, the * de-registered game server can no longer be claimed and will not returned in a * list of active game servers.

To de-register a game server, specify the * game server group and game server ID. If successful, this action emits a * CloudWatch event with termination time stamp and reason.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DeregisterGameServerOutcome DeregisterGameServer(const Model::DeregisterGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Removes the * game server resource from the game server group. As a result of this action, the * de-registered game server can no longer be claimed and will not returned in a * list of active game servers.

To de-register a game server, specify the * game server group and game server ID. If successful, this action emits a * CloudWatch event with termination time stamp and reason.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DeregisterGameServerOutcomeCallable DeregisterGameServerCallable(const Model::DeregisterGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Removes the * game server resource from the game server group. As a result of this action, the * de-registered game server can no longer be claimed and will not returned in a * list of active game servers.

To de-register a game server, specify the * game server group and game server ID. If successful, this action emits a * CloudWatch event with termination time stamp and reason.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DeregisterGameServerAsync(const Model::DeregisterGameServerRequest& request, const DeregisterGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

See Also:

AWS * API Reference

*/ virtual Model::DescribeAliasOutcome DescribeAlias(const Model::DescribeAliasRequest& request) const; /** *

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.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeAliasOutcomeCallable DescribeAliasCallable(const Model::DescribeAliasRequest& request) const; /** *

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.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeAliasAsync(const Model::DescribeAliasRequest& request, const DescribeAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeBuildOutcome DescribeBuild(const Model::DescribeBuildRequest& request) const; /** *

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.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeBuildOutcomeCallable DescribeBuildCallable(const Model::DescribeBuildRequest& request) const; /** *

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.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeBuildAsync(const Model::DescribeBuildRequest& request, const DescribeBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves the following information for the specified EC2 instance type:

*
  • Maximum number of instances allowed per AWS account (service * limit).

  • Current usage for the AWS account.

*

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types. * Note that the instance types offered may vary depending on the region.

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeEC2InstanceLimitsOutcome DescribeEC2InstanceLimits(const Model::DescribeEC2InstanceLimitsRequest& request) const; /** *

Retrieves the following information for the specified EC2 instance type:

*
  • Maximum number of instances allowed per AWS account (service * limit).

  • Current usage for the AWS account.

*

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types. * Note that the instance types offered may vary depending on the region.

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeEC2InstanceLimitsOutcomeCallable DescribeEC2InstanceLimitsCallable(const Model::DescribeEC2InstanceLimitsRequest& request) const; /** *

Retrieves the following information for the specified EC2 instance type:

*
  • Maximum number of instances allowed per AWS account (service * limit).

  • Current usage for the AWS account.

*

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types. * Note that the instance types offered may vary depending on the region.

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeEC2InstanceLimitsAsync(const Model::DescribeEC2InstanceLimitsRequest& request, const DescribeEC2InstanceLimitsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves core properties, including configuration, status, and metadata, for * a fleet.

To get attributes for one or more fleets, provide a list of * fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a * fleet identifier. 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.

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 number.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeFleetAttributesOutcome DescribeFleetAttributes(const Model::DescribeFleetAttributesRequest& request) const; /** *

Retrieves core properties, including configuration, status, and metadata, for * a fleet.

To get attributes for one or more fleets, provide a list of * fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a * fleet identifier. 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.

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 number.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeFleetAttributesOutcomeCallable DescribeFleetAttributesCallable(const Model::DescribeFleetAttributesRequest& request) const; /** *

Retrieves core properties, including configuration, status, and metadata, for * a fleet.

To get attributes for one or more fleets, provide a list of * fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a * fleet identifier. 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.

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 number.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeFleetAttributesAsync(const Model::DescribeFleetAttributesRequest& request, const DescribeFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves the current capacity statistics for one or more fleets. These * statistics present a snapshot of the fleet's instances and provide insight on * current or imminent scaling activity. To get statistics on game hosting activity * in the fleet, see DescribeFleetUtilization.

You can request * capacity for all fleets or specify a list of one or more fleet identifiers. 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 a list of fleet IDs is provided, * 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.

Learn more

Setting * up GameLift Fleets

GameLift * Metrics for Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeFleetCapacityOutcome DescribeFleetCapacity(const Model::DescribeFleetCapacityRequest& request) const; /** *

Retrieves the current capacity statistics for one or more fleets. These * statistics present a snapshot of the fleet's instances and provide insight on * current or imminent scaling activity. To get statistics on game hosting activity * in the fleet, see DescribeFleetUtilization.

You can request * capacity for all fleets or specify a list of one or more fleet identifiers. 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 a list of fleet IDs is provided, * 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.

Learn more

Setting * up GameLift Fleets

GameLift * Metrics for Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeFleetCapacityOutcomeCallable DescribeFleetCapacityCallable(const Model::DescribeFleetCapacityRequest& request) const; /** *

Retrieves the current capacity statistics for one or more fleets. These * statistics present a snapshot of the fleet's instances and provide insight on * current or imminent scaling activity. To get statistics on game hosting activity * in the fleet, see DescribeFleetUtilization.

You can request * capacity for all fleets or specify a list of one or more fleet identifiers. 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 a list of fleet IDs is provided, * 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.

Learn more

Setting * up GameLift Fleets

GameLift * Metrics for Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeFleetCapacityAsync(const Model::DescribeFleetCapacityRequest& request, const DescribeFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeFleetEventsOutcome DescribeFleetEvents(const Model::DescribeFleetEventsRequest& request) const; /** *

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

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeFleetEventsOutcomeCallable DescribeFleetEventsCallable(const Model::DescribeFleetEventsRequest& request) const; /** *

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

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeFleetEventsAsync(const Model::DescribeFleetEventsRequest& request, const DescribeFleetEventsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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 use connections that fall in this range.

To get a * fleet's inbound connection permissions, specify the fleet's unique identifier. * If successful, a collection of IpPermission objects is returned for the * requested fleet ID. If the requested fleet has been deleted, the result set is * empty.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeFleetPortSettingsOutcome DescribeFleetPortSettings(const Model::DescribeFleetPortSettingsRequest& request) const; /** *

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 use connections that fall in this range.

To get a * fleet's inbound connection permissions, specify the fleet's unique identifier. * If successful, a collection of IpPermission objects is returned for the * requested fleet ID. If the requested fleet has been deleted, the result set is * empty.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeFleetPortSettingsOutcomeCallable DescribeFleetPortSettingsCallable(const Model::DescribeFleetPortSettingsRequest& request) const; /** *

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 use connections that fall in this range.

To get a * fleet's inbound connection permissions, specify the fleet's unique identifier. * If successful, a collection of IpPermission objects is returned for the * requested fleet ID. If the requested fleet has been deleted, the result set is * empty.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeFleetPortSettingsAsync(const Model::DescribeFleetPortSettingsRequest& request, const DescribeFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves utilization statistics for one or more fleets. These statistics * provide insight into how available hosting resources are currently being used. * To get statistics on available hosting resources, see * DescribeFleetCapacity.

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, unless the fleet identifier is not found.

*

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

Learn more

Setting * up GameLift Fleets

GameLift * Metrics for Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeFleetUtilizationOutcome DescribeFleetUtilization(const Model::DescribeFleetUtilizationRequest& request) const; /** *

Retrieves utilization statistics for one or more fleets. These statistics * provide insight into how available hosting resources are currently being used. * To get statistics on available hosting resources, see * DescribeFleetCapacity.

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, unless the fleet identifier is not found.

*

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

Learn more

Setting * up GameLift Fleets

GameLift * Metrics for Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeFleetUtilizationOutcomeCallable DescribeFleetUtilizationCallable(const Model::DescribeFleetUtilizationRequest& request) const; /** *

Retrieves utilization statistics for one or more fleets. These statistics * provide insight into how available hosting resources are currently being used. * To get statistics on available hosting resources, see * DescribeFleetCapacity.

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, unless the fleet identifier is not found.

*

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

Learn more

Setting * up GameLift Fleets

GameLift * Metrics for Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeFleetUtilizationAsync(const Model::DescribeFleetUtilizationRequest& request, const DescribeFleetUtilizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information for a game server resource. Information includes the game server * statuses, health check info, and the instance 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

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeGameServerOutcome DescribeGameServer(const Model::DescribeGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information for a game server resource. Information includes the game server * statuses, health check info, and the instance 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

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeGameServerOutcomeCallable DescribeGameServerCallable(const Model::DescribeGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information for a game server resource. Information includes the game server * statuses, health check info, and the instance 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

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeGameServerAsync(const Model::DescribeGameServerRequest& request, const DescribeGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on a game server group.

To get attributes for a game server * group, provide a group name or ARN value. If successful, a * GameServerGroup object is returned.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeGameServerGroupOutcome DescribeGameServerGroup(const Model::DescribeGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on a game server group.

To get attributes for a game server * group, provide a group name or ARN value. If successful, a * GameServerGroup object is returned.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeGameServerGroupOutcomeCallable DescribeGameServerGroupCallable(const Model::DescribeGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on a game server group.

To get attributes for a game server * group, provide a group name or ARN value. If successful, a * GameServerGroup object is returned.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeGameServerGroupAsync(const Model::DescribeGameServerGroupRequest& request, const DescribeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

See * Also:

AWS * API Reference

*/ virtual Model::DescribeGameSessionDetailsOutcome DescribeGameSessionDetails(const Model::DescribeGameSessionDetailsRequest& request) const; /** *

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

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

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeGameSessionDetailsOutcomeCallable DescribeGameSessionDetailsCallable(const Model::DescribeGameSessionDetailsRequest& request) const; /** *

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

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

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeGameSessionDetailsAsync(const Model::DescribeGameSessionDetailsRequest& request, const DescribeGameSessionDetailsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

See * Also:

AWS * API Reference

*/ virtual Model::DescribeGameSessionPlacementOutcome DescribeGameSessionPlacement(const Model::DescribeGameSessionPlacementRequest& request) const; /** *

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.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeGameSessionPlacementOutcomeCallable DescribeGameSessionPlacementCallable(const Model::DescribeGameSessionPlacementRequest& request) const; /** *

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.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeGameSessionPlacementAsync(const Model::DescribeGameSessionPlacementRequest& request, const DescribeGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

Learn more *

* View Your Queues

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeGameSessionQueuesOutcome DescribeGameSessionQueues(const Model::DescribeGameSessionQueuesRequest& request) const; /** *

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.

Learn more *

* View Your Queues

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeGameSessionQueuesOutcomeCallable DescribeGameSessionQueuesCallable(const Model::DescribeGameSessionQueuesRequest& request) const; /** *

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.

Learn more *

* View Your Queues

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeGameSessionQueuesAsync(const Model::DescribeGameSessionQueuesRequest& request, const DescribeGameSessionQueuesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

Available in Amazon GameLift Local.

See * Also:

AWS * API Reference

*/ virtual Model::DescribeGameSessionsOutcome DescribeGameSessions(const Model::DescribeGameSessionsRequest& request) const; /** *

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

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

Available in Amazon GameLift Local.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeGameSessionsOutcomeCallable DescribeGameSessionsCallable(const Model::DescribeGameSessionsRequest& request) const; /** *

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

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

Available in Amazon GameLift Local.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeGameSessionsAsync(const Model::DescribeGameSessionsRequest& request, const DescribeGameSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

* Learn more

Remotely * Access Fleet Instances

Debug * Fleet Issues

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeInstancesOutcome DescribeInstances(const Model::DescribeInstancesRequest& request) const; /** *

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.

* Learn more

Remotely * Access Fleet Instances

Debug * Fleet Issues

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeInstancesOutcomeCallable DescribeInstancesCallable(const Model::DescribeInstancesRequest& request) const; /** *

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.

* Learn more

Remotely * Access Fleet Instances

Debug * Fleet Issues

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeInstancesAsync(const Model::DescribeInstancesRequest& request, const DescribeInstancesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves one or more matchmaking tickets. Use this operation to retrieve * ticket information, including status and--once a successful match is * made--acquire connection information for the resulting new game session.

*

You can use this operation to track the progress of matchmaking requests * (through polling) as an alternative to using event notifications. See more * details on tracking matchmaking requests through polling or notifications in * StartMatchmaking.

To request matchmaking tickets, provide a list * of up to 10 ticket IDs. If the request is successful, a ticket object is * returned for each requested ID that currently exists.

Learn more *

* Add FlexMatch to a Game Client

* Set Up FlexMatch Event Notification

Related operations

*

See Also:

AWS * API Reference

*/ virtual Model::DescribeMatchmakingOutcome DescribeMatchmaking(const Model::DescribeMatchmakingRequest& request) const; /** *

Retrieves one or more matchmaking tickets. Use this operation to retrieve * ticket information, including status and--once a successful match is * made--acquire connection information for the resulting new game session.

*

You can use this operation to track the progress of matchmaking requests * (through polling) as an alternative to using event notifications. See more * details on tracking matchmaking requests through polling or notifications in * StartMatchmaking.

To request matchmaking tickets, provide a list * of up to 10 ticket IDs. If the request is successful, a ticket object is * returned for each requested ID that currently exists.

Learn more *

* Add FlexMatch to a Game Client

* Set Up FlexMatch Event Notification

Related operations

*

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeMatchmakingOutcomeCallable DescribeMatchmakingCallable(const Model::DescribeMatchmakingRequest& request) const; /** *

Retrieves one or more matchmaking tickets. Use this operation to retrieve * ticket information, including status and--once a successful match is * made--acquire connection information for the resulting new game session.

*

You can use this operation to track the progress of matchmaking requests * (through polling) as an alternative to using event notifications. See more * details on tracking matchmaking requests through polling or notifications in * StartMatchmaking.

To request matchmaking tickets, provide a list * of up to 10 ticket IDs. If the request is successful, a ticket object is * returned for each requested ID that currently exists.

Learn more *

* Add FlexMatch to a Game Client

* Set Up FlexMatch Event Notification

Related operations

*

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeMatchmakingAsync(const Model::DescribeMatchmakingRequest& request, const DescribeMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves the details of FlexMatch matchmaking configurations. With this * operation, you have the following options: (1) retrieve all existing * configurations, (2) provide the names of one or more configurations to retrieve, * or (3) retrieve all configurations that use a specified rule set name. When * requesting multiple items, use the pagination parameters to retrieve results as * a set of sequential pages. If successful, a configuration is returned for each * requested name. When specifying a list of names, only configurations that * currently exist are returned.

Learn more

* Setting Up FlexMatch Matchmakers

Related operations

*

See Also:

AWS * API Reference

*/ virtual Model::DescribeMatchmakingConfigurationsOutcome DescribeMatchmakingConfigurations(const Model::DescribeMatchmakingConfigurationsRequest& request) const; /** *

Retrieves the details of FlexMatch matchmaking configurations. With this * operation, you have the following options: (1) retrieve all existing * configurations, (2) provide the names of one or more configurations to retrieve, * or (3) retrieve all configurations that use a specified rule set name. When * requesting multiple items, use the pagination parameters to retrieve results as * a set of sequential pages. If successful, a configuration is returned for each * requested name. When specifying a list of names, only configurations that * currently exist are returned.

Learn more

* Setting Up FlexMatch Matchmakers

Related operations

*

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeMatchmakingConfigurationsOutcomeCallable DescribeMatchmakingConfigurationsCallable(const Model::DescribeMatchmakingConfigurationsRequest& request) const; /** *

Retrieves the details of FlexMatch matchmaking configurations. With this * operation, you have the following options: (1) retrieve all existing * configurations, (2) provide the names of one or more configurations to retrieve, * or (3) retrieve all configurations that use a specified rule set name. When * requesting multiple items, use the pagination parameters to retrieve results as * a set of sequential pages. If successful, a configuration is returned for each * requested name. When specifying a list of names, only configurations that * currently exist are returned.

Learn more

* Setting Up FlexMatch Matchmakers

Related operations

*

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeMatchmakingConfigurationsAsync(const Model::DescribeMatchmakingConfigurationsRequest& request, const DescribeMatchmakingConfigurationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves the details for FlexMatch matchmaking rule sets. You can request * all existing rule sets for the Region, or provide a list of one or more rule set * names. When requesting multiple items, use the pagination parameters to retrieve * results as a set of sequential pages. If successful, a rule set is returned for * each requested name.

Learn more

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeMatchmakingRuleSetsOutcome DescribeMatchmakingRuleSets(const Model::DescribeMatchmakingRuleSetsRequest& request) const; /** *

Retrieves the details for FlexMatch matchmaking rule sets. You can request * all existing rule sets for the Region, or provide a list of one or more rule set * names. When requesting multiple items, use the pagination parameters to retrieve * results as a set of sequential pages. If successful, a rule set is returned for * each requested name.

Learn more

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeMatchmakingRuleSetsOutcomeCallable DescribeMatchmakingRuleSetsCallable(const Model::DescribeMatchmakingRuleSetsRequest& request) const; /** *

Retrieves the details for FlexMatch matchmaking rule sets. You can request * all existing rule sets for the Region, or provide a list of one or more rule set * names. When requesting multiple items, use the pagination parameters to retrieve * results as a set of sequential pages. If successful, a rule set is returned for * each requested name.

Learn more

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeMatchmakingRuleSetsAsync(const Model::DescribeMatchmakingRuleSetsRequest& request, const DescribeMatchmakingRuleSetsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

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

Available in Amazon GameLift Local.

*

See * Also:

AWS * API Reference

*/ virtual Model::DescribePlayerSessionsOutcome DescribePlayerSessions(const Model::DescribePlayerSessionsRequest& request) const; /** *

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

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

Available in Amazon GameLift Local.

*

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribePlayerSessionsOutcomeCallable DescribePlayerSessionsCallable(const Model::DescribePlayerSessionsRequest& request) const; /** *

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

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

Available in Amazon GameLift Local.

*

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribePlayerSessionsAsync(const Model::DescribePlayerSessionsRequest& request, const DescribePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves a fleet's runtime configuration settings. The runtime configuration * tells Amazon GameLift which server processes to run (and how) on each instance * in the fleet.

To get a runtime configuration, specify the fleet's unique * identifier. If successful, a RuntimeConfiguration object is returned for * the requested fleet. If the requested fleet has been deleted, the result set is * empty.

Learn more

Setting * up GameLift Fleets

Running * Multiple Processes on a Fleet

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::DescribeRuntimeConfigurationOutcome DescribeRuntimeConfiguration(const Model::DescribeRuntimeConfigurationRequest& request) const; /** *

Retrieves a fleet's runtime configuration settings. The runtime configuration * tells Amazon GameLift which server processes to run (and how) on each instance * in the fleet.

To get a runtime configuration, specify the fleet's unique * identifier. If successful, a RuntimeConfiguration object is returned for * the requested fleet. If the requested fleet has been deleted, the result set is * empty.

Learn more

Setting * up GameLift Fleets

Running * Multiple Processes on a Fleet

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeRuntimeConfigurationOutcomeCallable DescribeRuntimeConfigurationCallable(const Model::DescribeRuntimeConfigurationRequest& request) const; /** *

Retrieves a fleet's runtime configuration settings. The runtime configuration * tells Amazon GameLift which server processes to run (and how) on each instance * in the fleet.

To get a runtime configuration, specify the fleet's unique * identifier. If successful, a RuntimeConfiguration object is returned for * the requested fleet. If the requested fleet has been deleted, the result set is * empty.

Learn more

Setting * up GameLift Fleets

Running * Multiple Processes on a Fleet

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeRuntimeConfigurationAsync(const Model::DescribeRuntimeConfigurationRequest& request, const DescribeRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves all scaling policies applied to a fleet.

To get a fleet's * scaling policies, specify the fleet ID. You can filter this request by policy * status, such as to retrieve only active scaling policies. Use the pagination * parameters to retrieve results as a set of sequential pages. If successful, set * of ScalingPolicy objects is returned for the fleet.

A fleet may * have all of its scaling policies suspended (StopFleetActions). This * action does not affect the status of the scaling policies, which remains ACTIVE. * To see whether a fleet's scaling policies are in force or suspended, call * DescribeFleetAttributes and check the stopped actions.

See Also:

AWS * API Reference

*/ virtual Model::DescribeScalingPoliciesOutcome DescribeScalingPolicies(const Model::DescribeScalingPoliciesRequest& request) const; /** *

Retrieves all scaling policies applied to a fleet.

To get a fleet's * scaling policies, specify the fleet ID. You can filter this request by policy * status, such as to retrieve only active scaling policies. Use the pagination * parameters to retrieve results as a set of sequential pages. If successful, set * of ScalingPolicy objects is returned for the fleet.

A fleet may * have all of its scaling policies suspended (StopFleetActions). This * action does not affect the status of the scaling policies, which remains ACTIVE. * To see whether a fleet's scaling policies are in force or suspended, call * DescribeFleetAttributes and check the stopped actions.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeScalingPoliciesOutcomeCallable DescribeScalingPoliciesCallable(const Model::DescribeScalingPoliciesRequest& request) const; /** *

Retrieves all scaling policies applied to a fleet.

To get a fleet's * scaling policies, specify the fleet ID. You can filter this request by policy * status, such as to retrieve only active scaling policies. Use the pagination * parameters to retrieve results as a set of sequential pages. If successful, set * of ScalingPolicy objects is returned for the fleet.

A fleet may * have all of its scaling policies suspended (StopFleetActions). This * action does not affect the status of the scaling policies, which remains ACTIVE. * To see whether a fleet's scaling policies are in force or suspended, call * DescribeFleetAttributes and check the stopped actions.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeScalingPoliciesAsync(const Model::DescribeScalingPoliciesRequest& request, const DescribeScalingPoliciesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves properties for a Realtime script.

To request a script * record, specify the script ID. If successful, an object containing the script * properties is returned.

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

*/ virtual Model::DescribeScriptOutcome DescribeScript(const Model::DescribeScriptRequest& request) const; /** *

Retrieves properties for a Realtime script.

To request a script * record, specify the script ID. If successful, an object containing the script * properties is returned.

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeScriptOutcomeCallable DescribeScriptCallable(const Model::DescribeScriptRequest& request) const; /** *

Retrieves properties for a Realtime script.

To request a script * record, specify the script ID. If successful, an object containing the script * properties is returned.

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeScriptAsync(const Model::DescribeScriptRequest& request, const DescribeScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves valid VPC peering authorizations that are pending for the AWS * account. This operation returns all VPC peering authorizations and requests for * peering. This includes those initiated and received by this account.

See Also:

AWS * API Reference

*/ virtual Model::DescribeVpcPeeringAuthorizationsOutcome DescribeVpcPeeringAuthorizations(const Model::DescribeVpcPeeringAuthorizationsRequest& request) const; /** *

Retrieves valid VPC peering authorizations that are pending for the AWS * account. This operation returns all VPC peering authorizations and requests for * peering. This includes those initiated and received by this account.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeVpcPeeringAuthorizationsOutcomeCallable DescribeVpcPeeringAuthorizationsCallable(const Model::DescribeVpcPeeringAuthorizationsRequest& request) const; /** *

Retrieves valid VPC peering authorizations that are pending for the AWS * account. This operation returns all VPC peering authorizations and requests for * peering. This includes those initiated and received by this account.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeVpcPeeringAuthorizationsAsync(const Model::DescribeVpcPeeringAuthorizationsRequest& request, const DescribeVpcPeeringAuthorizationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves information on VPC peering connections. Use this operation to get * peering information for all fleets or for one specific fleet ID.

To * retrieve connection information, call this operation from the AWS account that * is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the * parameter empty to retrieve all connection records. If successful, the retrieved * information includes both active and pending connections. Active connections * identify the IpV4 CIDR block that the VPC uses to connect.

See Also:

AWS * API Reference

*/ virtual Model::DescribeVpcPeeringConnectionsOutcome DescribeVpcPeeringConnections(const Model::DescribeVpcPeeringConnectionsRequest& request) const; /** *

Retrieves information on VPC peering connections. Use this operation to get * peering information for all fleets or for one specific fleet ID.

To * retrieve connection information, call this operation from the AWS account that * is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the * parameter empty to retrieve all connection records. If successful, the retrieved * information includes both active and pending connections. Active connections * identify the IpV4 CIDR block that the VPC uses to connect.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::DescribeVpcPeeringConnectionsOutcomeCallable DescribeVpcPeeringConnectionsCallable(const Model::DescribeVpcPeeringConnectionsRequest& request) const; /** *

Retrieves information on VPC peering connections. Use this operation to get * peering information for all fleets or for one specific fleet ID.

To * retrieve connection information, call this operation from the AWS account that * is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the * parameter empty to retrieve all connection records. If successful, the retrieved * information includes both active and pending connections. Active connections * identify the IpV4 CIDR block that the VPC uses to connect.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void DescribeVpcPeeringConnectionsAsync(const Model::DescribeVpcPeeringConnectionsRequest& request, const DescribeVpcPeeringConnectionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves the location of stored game session logs for a specified game * session. When a game session is terminated, Amazon GameLift automatically stores * the logs in Amazon S3 and retains them for 14 days. Use this URL to download the * logs.

See the AWS * Service Limits page for maximum log file sizes. Log files that exceed this * limit are not saved.

See * Also:

AWS * API Reference

*/ virtual Model::GetGameSessionLogUrlOutcome GetGameSessionLogUrl(const Model::GetGameSessionLogUrlRequest& request) const; /** *

Retrieves the location of stored game session logs for a specified game * session. When a game session is terminated, Amazon GameLift automatically stores * the logs in Amazon S3 and retains them for 14 days. Use this URL to download the * logs.

See the AWS * Service Limits page for maximum log file sizes. Log files that exceed this * limit are not saved.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::GetGameSessionLogUrlOutcomeCallable GetGameSessionLogUrlCallable(const Model::GetGameSessionLogUrlRequest& request) const; /** *

Retrieves the location of stored game session logs for a specified game * session. When a game session is terminated, Amazon GameLift automatically stores * the logs in Amazon S3 and retains them for 14 days. Use this URL to download the * logs.

See the AWS * Service Limits page for maximum log file sizes. Log files that exceed this * limit are not saved.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void GetGameSessionLogUrlAsync(const Model::GetGameSessionLogUrlRequest& request, const GetGameSessionLogUrlResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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, 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, as shown in one of the examples for this action.

*

To request access to a specific instance, specify the IDs of both the * instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by * calling DescribeInstances. If successful, an InstanceAccess object * is returned that contains the instance's IP address and a set of * credentials.

Learn more

Remotely * Access Fleet Instances

Debug * Fleet Issues

Related operations

See Also:

AWS * API Reference

*/ virtual Model::GetInstanceAccessOutcome GetInstanceAccess(const Model::GetInstanceAccessRequest& request) const; /** *

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, 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, as shown in one of the examples for this action.

*

To request access to a specific instance, specify the IDs of both the * instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by * calling DescribeInstances. If successful, an InstanceAccess object * is returned that contains the instance's IP address and a set of * credentials.

Learn more

Remotely * Access Fleet Instances

Debug * Fleet Issues

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::GetInstanceAccessOutcomeCallable GetInstanceAccessCallable(const Model::GetInstanceAccessRequest& request) const; /** *

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, 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, as shown in one of the examples for this action.

*

To request access to a specific instance, specify the IDs of both the * instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by * calling DescribeInstances. If successful, an InstanceAccess object * is returned that contains the instance's IP address and a set of * credentials.

Learn more

Remotely * Access Fleet Instances

Debug * Fleet Issues

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void GetInstanceAccessAsync(const Model::GetInstanceAccessRequest& request, const GetInstanceAccessResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

Returned aliases are not * listed in any particular order.

See Also:

* AWS * API Reference

*/ virtual Model::ListAliasesOutcome ListAliases(const Model::ListAliasesRequest& request) const; /** *

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

Returned aliases are not * listed in any particular order.

See Also:

* AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListAliasesOutcomeCallable ListAliasesCallable(const Model::ListAliasesRequest& request) const; /** *

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

Returned aliases are not * listed in any particular order.

See Also:

* AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListAliasesAsync(const Model::ListAliasesRequest& request, const ListAliasesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves build resources 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 resources are not listed in * any particular order.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ListBuildsOutcome ListBuilds(const Model::ListBuildsRequest& request) const; /** *

Retrieves build resources 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 resources are not listed in * any particular order.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListBuildsOutcomeCallable ListBuildsCallable(const Model::ListBuildsRequest& request) const; /** *

Retrieves build resources 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 resources are not listed in * any particular order.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListBuildsAsync(const Model::ListBuildsRequest& request, const ListBuildsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves a collection of fleet resources for this AWS account. You can * filter the result set to find only those fleets that are deployed with a * specific build or script. Use the pagination parameters to retrieve results in * sequential pages.

Fleet resources are not listed in a particular * order.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::ListFleetsOutcome ListFleets(const Model::ListFleetsRequest& request) const; /** *

Retrieves a collection of fleet resources for this AWS account. You can * filter the result set to find only those fleets that are deployed with a * specific build or script. Use the pagination parameters to retrieve results in * sequential pages.

Fleet resources are not listed in a particular * order.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListFleetsOutcomeCallable ListFleetsCallable(const Model::ListFleetsRequest& request) const; /** *

Retrieves a collection of fleet resources for this AWS account. You can * filter the result set to find only those fleets that are deployed with a * specific build or script. Use the pagination parameters to retrieve results in * sequential pages.

Fleet resources are not listed in a particular * order.

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListFleetsAsync(const Model::ListFleetsRequest& request, const ListFleetsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on all game servers groups that exist in the current AWS account for * the selected region. Use the pagination parameters to retrieve results in a set * of sequential pages.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ListGameServerGroupsOutcome ListGameServerGroups(const Model::ListGameServerGroupsRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on all game servers groups that exist in the current AWS account for * the selected region. Use the pagination parameters to retrieve results in a set * of sequential pages.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListGameServerGroupsOutcomeCallable ListGameServerGroupsCallable(const Model::ListGameServerGroupsRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on all game servers groups that exist in the current AWS account for * the selected region. Use the pagination parameters to retrieve results in a set * of sequential pages.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListGameServerGroupsAsync(const Model::ListGameServerGroupsRequest& request, const ListGameServerGroupsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on all game servers that are currently running in a specified game * server group. If there are custom key sort values for your game servers, you can * opt to have the returned list sorted based on these values. Use the pagination * parameters to retrieve results in a set of sequential pages.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ListGameServersOutcome ListGameServers(const Model::ListGameServersRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on all game servers that are currently running in a specified game * server group. If there are custom key sort values for your game servers, you can * opt to have the returned list sorted based on these values. Use the pagination * parameters to retrieve results in a set of sequential pages.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListGameServersOutcomeCallable ListGameServersCallable(const Model::ListGameServersRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Retrieves * information on all game servers that are currently running in a specified game * server group. If there are custom key sort values for your game servers, you can * opt to have the returned list sorted based on these values. Use the pagination * parameters to retrieve results in a set of sequential pages.

Learn * more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListGameServersAsync(const Model::ListGameServersRequest& request, const ListGameServersResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves script records for all Realtime scripts that are associated with * the AWS account in use.

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ListScriptsOutcome ListScripts(const Model::ListScriptsRequest& request) const; /** *

Retrieves script records for all Realtime scripts that are associated with * the AWS account in use.

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListScriptsOutcomeCallable ListScriptsCallable(const Model::ListScriptsRequest& request) const; /** *

Retrieves script records for all Realtime scripts that are associated with * the AWS account in use.

Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListScriptsAsync(const Model::ListScriptsRequest& request, const ListScriptsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves all tags that are assigned to a GameLift resource. Resource tags * are used to organize AWS resources for a range of purposes. This action handles * the permissions necessary to manage tags for the following GameLift resource * types:

  • Build

  • Script

  • *

    Fleet

  • Alias

  • GameSessionQueue

  • *
  • MatchmakingConfiguration

  • MatchmakingRuleSet

  • *

To list tags for a resource, specify the unique ARN value for the * resource.

Learn more

Tagging * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ListTagsForResourceOutcome ListTagsForResource(const Model::ListTagsForResourceRequest& request) const; /** *

Retrieves all tags that are assigned to a GameLift resource. Resource tags * are used to organize AWS resources for a range of purposes. This action handles * the permissions necessary to manage tags for the following GameLift resource * types:

  • Build

  • Script

  • *

    Fleet

  • Alias

  • GameSessionQueue

  • *
  • MatchmakingConfiguration

  • MatchmakingRuleSet

  • *

To list tags for a resource, specify the unique ARN value for the * resource.

Learn more

Tagging * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ListTagsForResourceOutcomeCallable ListTagsForResourceCallable(const Model::ListTagsForResourceRequest& request) const; /** *

Retrieves all tags that are assigned to a GameLift resource. Resource tags * are used to organize AWS resources for a range of purposes. This action handles * the permissions necessary to manage tags for the following GameLift resource * types:

  • Build

  • Script

  • *

    Fleet

  • Alias

  • GameSessionQueue

  • *
  • MatchmakingConfiguration

  • MatchmakingRuleSet

  • *

To list tags for a resource, specify the unique ARN value for the * resource.

Learn more

Tagging * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ListTagsForResourceAsync(const Model::ListTagsForResourceRequest& request, const ListTagsForResourceResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Creates or updates a scaling policy for a fleet. Scaling policies are used to * automatically scale a fleet's hosting capacity to meet player demand. An active * scaling policy instructs Amazon GameLift to track a fleet metric and * automatically change the fleet's capacity when a certain threshold is reached. * There are two types of scaling policies: target-based and rule-based. Use a * target-based policy to quickly and efficiently manage fleet scaling; this option * is the most commonly used. Use rule-based policies when you need to exert * fine-grained control over auto-scaling.

Fleets can have multiple scaling * policies of each type in force at the same time; you can have one target-based * policy, one or multiple rule-based scaling policies, or both. We recommend * caution, however, because multiple auto-scaling policies can have unintended * consequences.

You can temporarily suspend all scaling policies for a * fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To * resume scaling policies, call StartFleetActions with the same fleet * action. To stop just one scaling policy--or to permanently remove it, you must * delete the policy with DeleteScalingPolicy.

Learn more about how * to work with auto-scaling in Set * Up Fleet Automatic Scaling.

Target-based policy

A * target-based policy tracks a single metric: PercentAvailableGameSessions. This * metric tells us how much of a fleet's hosting capacity is ready to host game * sessions but is not currently in use. This is the fleet's buffer; it measures * the additional player demand that the fleet could handle at current capacity. * With a target-based policy, you set your ideal buffer size and leave it to * Amazon GameLift to take whatever action is needed to maintain that target.

*

For example, you might choose to maintain a 10% buffer for a fleet that has * the capacity to host 100 simultaneous game sessions. This policy tells Amazon * GameLift to take action whenever the fleet's available capacity falls below or * rises above 10 game sessions. Amazon GameLift will start new instances or stop * unused instances in order to return to the 10% buffer.

To create or * update a target-based policy, specify a fleet ID and name, and set the policy * type to "TargetBased". Specify the metric to track * (PercentAvailableGameSessions) and reference a TargetConfiguration object * with your desired buffer value. Exclude all other parameters. On a successful * request, the policy name is returned. The scaling policy is automatically in * force as soon as it's successfully created. If the fleet's auto-scaling actions * are temporarily suspended, the new policy will be in force once the fleet * actions are restarted.

Rule-based policy

A rule-based * policy tracks specified fleet metric, sets a threshold value, and specifies the * type of action to initiate when triggered. With a rule-based policy, you can * select from several available fleet metrics. Each policy specifies whether to * scale up or scale down (and by how much), so you need one policy for each type * of action.

For example, a policy may make the following statement: "If * the percentage of idle instances is greater than 20% for more than 15 minutes, * then reduce the fleet capacity by 10%."

A policy's rule statement has the * following structure:

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

*

To implement the example, the rule statement would look like this:

If * [PercentIdleInstances] is [GreaterThanThreshold] * [20] for [15] minutes, then * [PercentChangeInCapacity] to/by [10].

To create * or update a scaling policy, specify a unique combination of name and fleet ID, * and set the policy type to "RuleBased". Specify the parameter values for a * policy rule statement. On a successful request, the policy name is returned. * Scaling policies are automatically in force as soon as they're successfully * created. If the fleet's auto-scaling actions are temporarily suspended, the new * policy will be in force once the fleet actions are restarted.

See Also:

AWS * API Reference

*/ virtual Model::PutScalingPolicyOutcome PutScalingPolicy(const Model::PutScalingPolicyRequest& request) const; /** *

Creates or updates a scaling policy for a fleet. Scaling policies are used to * automatically scale a fleet's hosting capacity to meet player demand. An active * scaling policy instructs Amazon GameLift to track a fleet metric and * automatically change the fleet's capacity when a certain threshold is reached. * There are two types of scaling policies: target-based and rule-based. Use a * target-based policy to quickly and efficiently manage fleet scaling; this option * is the most commonly used. Use rule-based policies when you need to exert * fine-grained control over auto-scaling.

Fleets can have multiple scaling * policies of each type in force at the same time; you can have one target-based * policy, one or multiple rule-based scaling policies, or both. We recommend * caution, however, because multiple auto-scaling policies can have unintended * consequences.

You can temporarily suspend all scaling policies for a * fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To * resume scaling policies, call StartFleetActions with the same fleet * action. To stop just one scaling policy--or to permanently remove it, you must * delete the policy with DeleteScalingPolicy.

Learn more about how * to work with auto-scaling in Set * Up Fleet Automatic Scaling.

Target-based policy

A * target-based policy tracks a single metric: PercentAvailableGameSessions. This * metric tells us how much of a fleet's hosting capacity is ready to host game * sessions but is not currently in use. This is the fleet's buffer; it measures * the additional player demand that the fleet could handle at current capacity. * With a target-based policy, you set your ideal buffer size and leave it to * Amazon GameLift to take whatever action is needed to maintain that target.

*

For example, you might choose to maintain a 10% buffer for a fleet that has * the capacity to host 100 simultaneous game sessions. This policy tells Amazon * GameLift to take action whenever the fleet's available capacity falls below or * rises above 10 game sessions. Amazon GameLift will start new instances or stop * unused instances in order to return to the 10% buffer.

To create or * update a target-based policy, specify a fleet ID and name, and set the policy * type to "TargetBased". Specify the metric to track * (PercentAvailableGameSessions) and reference a TargetConfiguration object * with your desired buffer value. Exclude all other parameters. On a successful * request, the policy name is returned. The scaling policy is automatically in * force as soon as it's successfully created. If the fleet's auto-scaling actions * are temporarily suspended, the new policy will be in force once the fleet * actions are restarted.

Rule-based policy

A rule-based * policy tracks specified fleet metric, sets a threshold value, and specifies the * type of action to initiate when triggered. With a rule-based policy, you can * select from several available fleet metrics. Each policy specifies whether to * scale up or scale down (and by how much), so you need one policy for each type * of action.

For example, a policy may make the following statement: "If * the percentage of idle instances is greater than 20% for more than 15 minutes, * then reduce the fleet capacity by 10%."

A policy's rule statement has the * following structure:

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

*

To implement the example, the rule statement would look like this:

If * [PercentIdleInstances] is [GreaterThanThreshold] * [20] for [15] minutes, then * [PercentChangeInCapacity] to/by [10].

To create * or update a scaling policy, specify a unique combination of name and fleet ID, * and set the policy type to "RuleBased". Specify the parameter values for a * policy rule statement. On a successful request, the policy name is returned. * Scaling policies are automatically in force as soon as they're successfully * created. If the fleet's auto-scaling actions are temporarily suspended, the new * policy will be in force once the fleet actions are restarted.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::PutScalingPolicyOutcomeCallable PutScalingPolicyCallable(const Model::PutScalingPolicyRequest& request) const; /** *

Creates or updates a scaling policy for a fleet. Scaling policies are used to * automatically scale a fleet's hosting capacity to meet player demand. An active * scaling policy instructs Amazon GameLift to track a fleet metric and * automatically change the fleet's capacity when a certain threshold is reached. * There are two types of scaling policies: target-based and rule-based. Use a * target-based policy to quickly and efficiently manage fleet scaling; this option * is the most commonly used. Use rule-based policies when you need to exert * fine-grained control over auto-scaling.

Fleets can have multiple scaling * policies of each type in force at the same time; you can have one target-based * policy, one or multiple rule-based scaling policies, or both. We recommend * caution, however, because multiple auto-scaling policies can have unintended * consequences.

You can temporarily suspend all scaling policies for a * fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To * resume scaling policies, call StartFleetActions with the same fleet * action. To stop just one scaling policy--or to permanently remove it, you must * delete the policy with DeleteScalingPolicy.

Learn more about how * to work with auto-scaling in Set * Up Fleet Automatic Scaling.

Target-based policy

A * target-based policy tracks a single metric: PercentAvailableGameSessions. This * metric tells us how much of a fleet's hosting capacity is ready to host game * sessions but is not currently in use. This is the fleet's buffer; it measures * the additional player demand that the fleet could handle at current capacity. * With a target-based policy, you set your ideal buffer size and leave it to * Amazon GameLift to take whatever action is needed to maintain that target.

*

For example, you might choose to maintain a 10% buffer for a fleet that has * the capacity to host 100 simultaneous game sessions. This policy tells Amazon * GameLift to take action whenever the fleet's available capacity falls below or * rises above 10 game sessions. Amazon GameLift will start new instances or stop * unused instances in order to return to the 10% buffer.

To create or * update a target-based policy, specify a fleet ID and name, and set the policy * type to "TargetBased". Specify the metric to track * (PercentAvailableGameSessions) and reference a TargetConfiguration object * with your desired buffer value. Exclude all other parameters. On a successful * request, the policy name is returned. The scaling policy is automatically in * force as soon as it's successfully created. If the fleet's auto-scaling actions * are temporarily suspended, the new policy will be in force once the fleet * actions are restarted.

Rule-based policy

A rule-based * policy tracks specified fleet metric, sets a threshold value, and specifies the * type of action to initiate when triggered. With a rule-based policy, you can * select from several available fleet metrics. Each policy specifies whether to * scale up or scale down (and by how much), so you need one policy for each type * of action.

For example, a policy may make the following statement: "If * the percentage of idle instances is greater than 20% for more than 15 minutes, * then reduce the fleet capacity by 10%."

A policy's rule statement has the * following structure:

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

*

To implement the example, the rule statement would look like this:

If * [PercentIdleInstances] is [GreaterThanThreshold] * [20] for [15] minutes, then * [PercentChangeInCapacity] to/by [10].

To create * or update a scaling policy, specify a unique combination of name and fleet ID, * and set the policy type to "RuleBased". Specify the parameter values for a * policy rule statement. On a successful request, the policy name is returned. * Scaling policies are automatically in force as soon as they're successfully * created. If the fleet's auto-scaling actions are temporarily suspended, the new * policy will be in force once the fleet actions are restarted.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void PutScalingPolicyAsync(const Model::PutScalingPolicyRequest& request, const PutScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Creates a new * game server resource and notifies GameLift FleetIQ that the game server is ready * to host gameplay and players. This action 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; when a game client or service * requests a game server by calling ClaimGameServer, this information is * returned in response.

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 in the process of shutting down as part of instance rebalancing * or scale-down activity.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::RegisterGameServerOutcome RegisterGameServer(const Model::RegisterGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Creates a new * game server resource and notifies GameLift FleetIQ that the game server is ready * to host gameplay and players. This action 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; when a game client or service * requests a game server by calling ClaimGameServer, this information is * returned in response.

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 in the process of shutting down as part of instance rebalancing * or scale-down activity.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::RegisterGameServerOutcomeCallable RegisterGameServerCallable(const Model::RegisterGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Creates a new * game server resource and notifies GameLift FleetIQ that the game server is ready * to host gameplay and players. This action 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; when a game client or service * requests a game server by calling ClaimGameServer, this information is * returned in response.

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 in the process of shutting down as part of instance rebalancing * or scale-down activity.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void RegisterGameServerAsync(const Model::RegisterGameServerRequest& request, const RegisterGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves a fresh set of credentials for use when uploading a new set of game * build files to Amazon GameLift's Amazon S3. This is done as part of the build * creation process; see CreateBuild.

To request new credentials, * specify the build ID as returned with an initial CreateBuild * request. If successful, a new set of credentials are returned, along with the S3 * storage location associated with the build ID.

Learn more

*

* Create a Build with Files in S3

Related operations

See Also:

AWS * API Reference

*/ virtual Model::RequestUploadCredentialsOutcome RequestUploadCredentials(const Model::RequestUploadCredentialsRequest& request) const; /** *

Retrieves a fresh set of credentials for use when uploading a new set of game * build files to Amazon GameLift's Amazon S3. This is done as part of the build * creation process; see CreateBuild.

To request new credentials, * specify the build ID as returned with an initial CreateBuild * request. If successful, a new set of credentials are returned, along with the S3 * storage location associated with the build ID.

Learn more

*

* Create a Build with Files in S3

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::RequestUploadCredentialsOutcomeCallable RequestUploadCredentialsCallable(const Model::RequestUploadCredentialsRequest& request) const; /** *

Retrieves a fresh set of credentials for use when uploading a new set of game * build files to Amazon GameLift's Amazon S3. This is done as part of the build * creation process; see CreateBuild.

To request new credentials, * specify the build ID as returned with an initial CreateBuild * request. If successful, a new set of credentials are returned, along with the S3 * storage location associated with the build ID.

Learn more

*

* Create a Build with Files in S3

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void RequestUploadCredentialsAsync(const Model::RequestUploadCredentialsRequest& request, const RequestUploadCredentialsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves the fleet ID that an alias is currently pointing to.

See Also:

AWS * API Reference

*/ virtual Model::ResolveAliasOutcome ResolveAlias(const Model::ResolveAliasRequest& request) const; /** *

Retrieves the fleet ID that an alias is currently pointing to.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ResolveAliasOutcomeCallable ResolveAliasCallable(const Model::ResolveAliasRequest& request) const; /** *

Retrieves the fleet ID that an alias is currently pointing to.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ResolveAliasAsync(const Model::ResolveAliasRequest& request, const ResolveAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Reinstates * activity on a game server group after it has been suspended. A game server group * may be suspended by calling SuspendGameServerGroup, or it may have been * involuntarily suspended due to a configuration problem. 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.

Learn more

* GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::ResumeGameServerGroupOutcome ResumeGameServerGroup(const Model::ResumeGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Reinstates * activity on a game server group after it has been suspended. A game server group * may be suspended by calling SuspendGameServerGroup, or it may have been * involuntarily suspended due to a configuration problem. 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.

Learn more

* GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ResumeGameServerGroupOutcomeCallable ResumeGameServerGroupCallable(const Model::ResumeGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Reinstates * activity on a game server group after it has been suspended. A game server group * may be suspended by calling SuspendGameServerGroup, or it may have been * involuntarily suspended due to a configuration problem. 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.

Learn more

* GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ResumeGameServerGroupAsync(const Model::ResumeGameServerGroupRequest& request, const ResumeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Retrieves all active game sessions that match a set of search criteria and * sorts them in a specified order. You can search or sort by the following game * session attributes:

  • gameSessionId -- A unique * identifier for the game session. You can use either a GameSessionId * or GameSessionArn value.

  • gameSessionName * -- Name assigned to a game session. This value is set when requesting a new game * session with CreateGameSession or updating with UpdateGameSession. * Game session names do not need to be unique to a game session.

  • *

    gameSessionProperties -- Custom data defined in a game session's * GameProperty parameter. GameProperty values are stored * as key:value pairs; the filter expression must indicate the key and a string to * search the data values for. For example, to search for game sessions with custom * data containing the key:value pair "gameMode:brawl", specify the following: * gameSessionProperties.gameMode = "brawl". All custom data values * are searched as strings.

  • maximumSessions -- Maximum * number of player sessions allowed for a game session. This value is set when * requesting a new game session with CreateGameSession or updating with * UpdateGameSession.

  • creationTimeMillis -- Value * indicating when a game session was created. It is expressed in Unix time as * milliseconds.

  • playerSessionCount -- Number of players * currently connected to a game session. This value changes rapidly as players * join the session or drop out.

  • * hasAvailablePlayerSessions -- Boolean value indicating whether a game * session has reached its maximum number of players. It is highly recommended that * all search requests include this filter attribute to optimize search performance * and return only sessions that players can join.

*

Returned values for playerSessionCount and * hasAvailablePlayerSessions change quickly as players join sessions * and others drop out. Results should be considered a snapshot in time. Be sure to * refresh search results often, and handle sessions that fill up before a player * can join.

To search or sort, specify either a fleet ID or an * alias ID, and provide a search filter expression, a sort expression, or both. If * successful, a collection of GameSession objects matching the request is * returned. Use the pagination parameters to retrieve results as a set of * sequential pages.

You can search for game sessions one fleet at a time * only. To find game sessions across multiple fleets, you must search each fleet * separately and combine the results. This search feature finds only game sessions * that are in ACTIVE status. To locate games in statuses other than * active, use DescribeGameSessionDetails.

See * Also:

AWS * API Reference

*/ virtual Model::SearchGameSessionsOutcome SearchGameSessions(const Model::SearchGameSessionsRequest& request) const; /** *

Retrieves all active game sessions that match a set of search criteria and * sorts them in a specified order. You can search or sort by the following game * session attributes:

  • gameSessionId -- A unique * identifier for the game session. You can use either a GameSessionId * or GameSessionArn value.

  • gameSessionName * -- Name assigned to a game session. This value is set when requesting a new game * session with CreateGameSession or updating with UpdateGameSession. * Game session names do not need to be unique to a game session.

  • *

    gameSessionProperties -- Custom data defined in a game session's * GameProperty parameter. GameProperty values are stored * as key:value pairs; the filter expression must indicate the key and a string to * search the data values for. For example, to search for game sessions with custom * data containing the key:value pair "gameMode:brawl", specify the following: * gameSessionProperties.gameMode = "brawl". All custom data values * are searched as strings.

  • maximumSessions -- Maximum * number of player sessions allowed for a game session. This value is set when * requesting a new game session with CreateGameSession or updating with * UpdateGameSession.

  • creationTimeMillis -- Value * indicating when a game session was created. It is expressed in Unix time as * milliseconds.

  • playerSessionCount -- Number of players * currently connected to a game session. This value changes rapidly as players * join the session or drop out.

  • * hasAvailablePlayerSessions -- Boolean value indicating whether a game * session has reached its maximum number of players. It is highly recommended that * all search requests include this filter attribute to optimize search performance * and return only sessions that players can join.

*

Returned values for playerSessionCount and * hasAvailablePlayerSessions change quickly as players join sessions * and others drop out. Results should be considered a snapshot in time. Be sure to * refresh search results often, and handle sessions that fill up before a player * can join.

To search or sort, specify either a fleet ID or an * alias ID, and provide a search filter expression, a sort expression, or both. If * successful, a collection of GameSession objects matching the request is * returned. Use the pagination parameters to retrieve results as a set of * sequential pages.

You can search for game sessions one fleet at a time * only. To find game sessions across multiple fleets, you must search each fleet * separately and combine the results. This search feature finds only game sessions * that are in ACTIVE status. To locate games in statuses other than * active, use DescribeGameSessionDetails.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::SearchGameSessionsOutcomeCallable SearchGameSessionsCallable(const Model::SearchGameSessionsRequest& request) const; /** *

Retrieves all active game sessions that match a set of search criteria and * sorts them in a specified order. You can search or sort by the following game * session attributes:

  • gameSessionId -- A unique * identifier for the game session. You can use either a GameSessionId * or GameSessionArn value.

  • gameSessionName * -- Name assigned to a game session. This value is set when requesting a new game * session with CreateGameSession or updating with UpdateGameSession. * Game session names do not need to be unique to a game session.

  • *

    gameSessionProperties -- Custom data defined in a game session's * GameProperty parameter. GameProperty values are stored * as key:value pairs; the filter expression must indicate the key and a string to * search the data values for. For example, to search for game sessions with custom * data containing the key:value pair "gameMode:brawl", specify the following: * gameSessionProperties.gameMode = "brawl". All custom data values * are searched as strings.

  • maximumSessions -- Maximum * number of player sessions allowed for a game session. This value is set when * requesting a new game session with CreateGameSession or updating with * UpdateGameSession.

  • creationTimeMillis -- Value * indicating when a game session was created. It is expressed in Unix time as * milliseconds.

  • playerSessionCount -- Number of players * currently connected to a game session. This value changes rapidly as players * join the session or drop out.

  • * hasAvailablePlayerSessions -- Boolean value indicating whether a game * session has reached its maximum number of players. It is highly recommended that * all search requests include this filter attribute to optimize search performance * and return only sessions that players can join.

*

Returned values for playerSessionCount and * hasAvailablePlayerSessions change quickly as players join sessions * and others drop out. Results should be considered a snapshot in time. Be sure to * refresh search results often, and handle sessions that fill up before a player * can join.

To search or sort, specify either a fleet ID or an * alias ID, and provide a search filter expression, a sort expression, or both. If * successful, a collection of GameSession objects matching the request is * returned. Use the pagination parameters to retrieve results as a set of * sequential pages.

You can search for game sessions one fleet at a time * only. To find game sessions across multiple fleets, you must search each fleet * separately and combine the results. This search feature finds only game sessions * that are in ACTIVE status. To locate games in statuses other than * active, use DescribeGameSessionDetails.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void SearchGameSessionsAsync(const Model::SearchGameSessionsRequest& request, const SearchGameSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Resumes activity on a fleet that was suspended with StopFleetActions. * Currently, this operation is used to restart a fleet's auto-scaling activity. *

To start fleet actions, specify the fleet ID and the type of actions to * restart. When auto-scaling fleet actions are restarted, Amazon GameLift once * again initiates scaling events as triggered by the fleet's scaling policies. If * actions on the fleet were never stopped, this operation will have no effect. You * can view a fleet's stopped actions using DescribeFleetAttributes.

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::StartFleetActionsOutcome StartFleetActions(const Model::StartFleetActionsRequest& request) const; /** *

Resumes activity on a fleet that was suspended with StopFleetActions. * Currently, this operation is used to restart a fleet's auto-scaling activity. *

To start fleet actions, specify the fleet ID and the type of actions to * restart. When auto-scaling fleet actions are restarted, Amazon GameLift once * again initiates scaling events as triggered by the fleet's scaling policies. If * actions on the fleet were never stopped, this operation will have no effect. You * can view a fleet's stopped actions using DescribeFleetAttributes.

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StartFleetActionsOutcomeCallable StartFleetActionsCallable(const Model::StartFleetActionsRequest& request) const; /** *

Resumes activity on a fleet that was suspended with StopFleetActions. * Currently, this operation is used to restart a fleet's auto-scaling activity. *

To start fleet actions, specify the fleet ID and the type of actions to * restart. When auto-scaling fleet actions are restarted, Amazon GameLift once * again initiates scaling events as triggered by the fleet's scaling policies. If * actions on the fleet were never stopped, this operation will have no effect. You * can view a fleet's stopped actions using DescribeFleetAttributes.

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StartFleetActionsAsync(const Model::StartFleetActionsRequest& request, const StartFleetActionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Places a request for a new game session in a queue (see * CreateGameSessionQueue). When processing a placement request, Amazon * GameLift searches for available resources on the queue's destinations, scanning * each until it finds resources or the placement request times out.

A game * session placement request can also request player sessions. When a new game * session is successfully created, Amazon GameLift creates a player session for * each player included in the request.

When placing a game session, by * default Amazon GameLift tries each fleet in the order they are listed in the * queue configuration. Ideally, a queue's destinations are listed in preference * order.

Alternatively, when requesting a game session with players, you * can also provide latency data for each player in relevant Regions. Latency data * indicates the performance lag a player experiences when connected to a fleet in * the Region. Amazon GameLift uses latency data to reorder the list of * destinations to place the game session in a Region with minimal lag. If latency * data is provided for multiple players, Amazon GameLift calculates each Region's * average lag for all players and reorders to get the best game play across all * players.

To place a new game session request, specify the following:

*
  • The queue name and a set of game session properties and * settings

  • A unique ID (such as a UUID) for the placement. You * use this ID to track the status of the placement request

  • *

    (Optional) A set of player data and a unique player ID for each player that * you are joining to the new game session (player data is optional, but if you * include it, you must also provide a unique ID for each player)

  • *

    Latency data for all players (if you want to optimize game play for the * players)

If successful, a new game session placement is * created.

To track the status of a placement request, call * DescribeGameSessionPlacement and check the request's status. If the * status is FULFILLED, a new game session has been created and a game * session ARN and Region are referenced. If the placement request times out, you * can resubmit the request or retry it with a different queue.

See * Also:

AWS * API Reference

*/ virtual Model::StartGameSessionPlacementOutcome StartGameSessionPlacement(const Model::StartGameSessionPlacementRequest& request) const; /** *

Places a request for a new game session in a queue (see * CreateGameSessionQueue). When processing a placement request, Amazon * GameLift searches for available resources on the queue's destinations, scanning * each until it finds resources or the placement request times out.

A game * session placement request can also request player sessions. When a new game * session is successfully created, Amazon GameLift creates a player session for * each player included in the request.

When placing a game session, by * default Amazon GameLift tries each fleet in the order they are listed in the * queue configuration. Ideally, a queue's destinations are listed in preference * order.

Alternatively, when requesting a game session with players, you * can also provide latency data for each player in relevant Regions. Latency data * indicates the performance lag a player experiences when connected to a fleet in * the Region. Amazon GameLift uses latency data to reorder the list of * destinations to place the game session in a Region with minimal lag. If latency * data is provided for multiple players, Amazon GameLift calculates each Region's * average lag for all players and reorders to get the best game play across all * players.

To place a new game session request, specify the following:

*
  • The queue name and a set of game session properties and * settings

  • A unique ID (such as a UUID) for the placement. You * use this ID to track the status of the placement request

  • *

    (Optional) A set of player data and a unique player ID for each player that * you are joining to the new game session (player data is optional, but if you * include it, you must also provide a unique ID for each player)

  • *

    Latency data for all players (if you want to optimize game play for the * players)

If successful, a new game session placement is * created.

To track the status of a placement request, call * DescribeGameSessionPlacement and check the request's status. If the * status is FULFILLED, a new game session has been created and a game * session ARN and Region are referenced. If the placement request times out, you * can resubmit the request or retry it with a different queue.

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StartGameSessionPlacementOutcomeCallable StartGameSessionPlacementCallable(const Model::StartGameSessionPlacementRequest& request) const; /** *

Places a request for a new game session in a queue (see * CreateGameSessionQueue). When processing a placement request, Amazon * GameLift searches for available resources on the queue's destinations, scanning * each until it finds resources or the placement request times out.

A game * session placement request can also request player sessions. When a new game * session is successfully created, Amazon GameLift creates a player session for * each player included in the request.

When placing a game session, by * default Amazon GameLift tries each fleet in the order they are listed in the * queue configuration. Ideally, a queue's destinations are listed in preference * order.

Alternatively, when requesting a game session with players, you * can also provide latency data for each player in relevant Regions. Latency data * indicates the performance lag a player experiences when connected to a fleet in * the Region. Amazon GameLift uses latency data to reorder the list of * destinations to place the game session in a Region with minimal lag. If latency * data is provided for multiple players, Amazon GameLift calculates each Region's * average lag for all players and reorders to get the best game play across all * players.

To place a new game session request, specify the following:

*
  • The queue name and a set of game session properties and * settings

  • A unique ID (such as a UUID) for the placement. You * use this ID to track the status of the placement request

  • *

    (Optional) A set of player data and a unique player ID for each player that * you are joining to the new game session (player data is optional, but if you * include it, you must also provide a unique ID for each player)

  • *

    Latency data for all players (if you want to optimize game play for the * players)

If successful, a new game session placement is * created.

To track the status of a placement request, call * DescribeGameSessionPlacement and check the request's status. If the * status is FULFILLED, a new game session has been created and a game * session ARN and Region are referenced. If the placement request times out, you * can resubmit the request or retry it with a different queue.

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StartGameSessionPlacementAsync(const Model::StartGameSessionPlacementRequest& request, const StartGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Finds new players to fill open slots in an existing game session. This * operation can be used to add players to matched games that start with fewer than * the maximum number of players or to replace players when they drop out. By * backfilling with the same matchmaker used to create the original match, you * ensure that new players meet the match criteria and maintain a consistent * experience throughout the game session. You can backfill a match anytime after a * game session has been created.

To request a match backfill, specify a * unique ticket ID, the existing game session's ARN, a matchmaking configuration, * and a set of data that describes all current players in the game session. If * successful, a match backfill ticket is created and returned with status set to * QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. * Track the status of the ticket to respond as needed.

The process of * finding backfill matches is essentially identical to the initial matchmaking * process. The matchmaker searches the pool and groups tickets together to form * potential matches, allowing only one backfill ticket per potential match. Once * the a match is formed, the matchmaker creates player sessions for the new * players. All tickets in the match are updated with the game session's connection * information, and the GameSession object is updated to include matchmaker * data on the new players. For more detail on how match backfill requests are * processed, see * How Amazon GameLift FlexMatch Works.

Learn more

* Backfill Existing Games with FlexMatch

* How GameLift FlexMatch Works

Related operations

See Also:

AWS * API Reference

*/ virtual Model::StartMatchBackfillOutcome StartMatchBackfill(const Model::StartMatchBackfillRequest& request) const; /** *

Finds new players to fill open slots in an existing game session. This * operation can be used to add players to matched games that start with fewer than * the maximum number of players or to replace players when they drop out. By * backfilling with the same matchmaker used to create the original match, you * ensure that new players meet the match criteria and maintain a consistent * experience throughout the game session. You can backfill a match anytime after a * game session has been created.

To request a match backfill, specify a * unique ticket ID, the existing game session's ARN, a matchmaking configuration, * and a set of data that describes all current players in the game session. If * successful, a match backfill ticket is created and returned with status set to * QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. * Track the status of the ticket to respond as needed.

The process of * finding backfill matches is essentially identical to the initial matchmaking * process. The matchmaker searches the pool and groups tickets together to form * potential matches, allowing only one backfill ticket per potential match. Once * the a match is formed, the matchmaker creates player sessions for the new * players. All tickets in the match are updated with the game session's connection * information, and the GameSession object is updated to include matchmaker * data on the new players. For more detail on how match backfill requests are * processed, see * How Amazon GameLift FlexMatch Works.

Learn more

* Backfill Existing Games with FlexMatch

* How GameLift FlexMatch Works

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StartMatchBackfillOutcomeCallable StartMatchBackfillCallable(const Model::StartMatchBackfillRequest& request) const; /** *

Finds new players to fill open slots in an existing game session. This * operation can be used to add players to matched games that start with fewer than * the maximum number of players or to replace players when they drop out. By * backfilling with the same matchmaker used to create the original match, you * ensure that new players meet the match criteria and maintain a consistent * experience throughout the game session. You can backfill a match anytime after a * game session has been created.

To request a match backfill, specify a * unique ticket ID, the existing game session's ARN, a matchmaking configuration, * and a set of data that describes all current players in the game session. If * successful, a match backfill ticket is created and returned with status set to * QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. * Track the status of the ticket to respond as needed.

The process of * finding backfill matches is essentially identical to the initial matchmaking * process. The matchmaker searches the pool and groups tickets together to form * potential matches, allowing only one backfill ticket per potential match. Once * the a match is formed, the matchmaker creates player sessions for the new * players. All tickets in the match are updated with the game session's connection * information, and the GameSession object is updated to include matchmaker * data on the new players. For more detail on how match backfill requests are * processed, see * How Amazon GameLift FlexMatch Works.

Learn more

* Backfill Existing Games with FlexMatch

* How GameLift FlexMatch Works

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StartMatchBackfillAsync(const Model::StartMatchBackfillRequest& request, const StartMatchBackfillResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Uses FlexMatch to create a game match for a group of players based on custom * matchmaking rules, and starts a new game for the matched players. Each * matchmaking request specifies the type of match to build (team configuration, * rules for an acceptable match, etc.). The request also specifies the players to * find a match for and where to host the new game session for optimal performance. * A matchmaking request might start with a single player or a group of players who * want to play together. FlexMatch finds additional players as needed to fill the * match. Match type, rules, and the queue used to place a new game session are * defined in a MatchmakingConfiguration.

To start * matchmaking, provide a unique ticket ID, specify a matchmaking configuration, * and include the players to be matched. You must also include a set of player * attributes relevant for the matchmaking configuration. If successful, a * matchmaking ticket is returned with status set to QUEUED. Track the * status of the ticket to respond as needed and acquire game session connection * information for successfully completed matches.

Tracking ticket * status -- A couple of options are available for tracking the status of * matchmaking requests:

  • Polling -- Call * DescribeMatchmaking. This operation returns the full ticket object, * including current status and (for completed tickets) game session connection * info. We recommend polling no more than once every 10 seconds.

  • *

    Notifications -- Get event notifications for changes in ticket status using * Amazon Simple Notification Service (SNS). Notifications are easy to set up (see * CreateMatchmakingConfiguration) and typically deliver match status * changes faster and more efficiently than polling. We recommend that you use * polling to back up to notifications (since delivery is not guaranteed) and call * DescribeMatchmaking only when notifications are not received within * 30 seconds.

Processing a matchmaking request -- * FlexMatch handles a matchmaking request as follows:

  1. Your * client code submits a StartMatchmaking request for one or more * players and tracks the status of the request ticket.

  2. *

    FlexMatch uses this ticket and others in process to build an acceptable * match. When a potential match is identified, all tickets in the proposed match * are advanced to the next status.

  3. If the match requires player * acceptance (set in the matchmaking configuration), the tickets move into status * REQUIRES_ACCEPTANCE. This status triggers your client code to * solicit acceptance from all players in every ticket involved in the match, and * then call AcceptMatch for each player. If any player rejects or fails to * accept the match before a specified timeout, the proposed match is dropped (see * AcceptMatch for more details).

  4. Once a match is * proposed and accepted, the matchmaking tickets move into status * PLACING. FlexMatch locates resources for a new game session using * the game session queue (set in the matchmaking configuration) and creates the * game session based on the match data.

  5. When the match is * successfully placed, the matchmaking tickets move into COMPLETED * status. Connection information (including game session endpoint and player * session) is added to the matchmaking tickets. Matched players can use the * connection information to join the game.

Learn more *

* Add FlexMatch to a Game Client

* Set Up FlexMatch Event Notification

* FlexMatch Integration Roadmap

* How GameLift FlexMatch Works

Related operations

See Also:

AWS * API Reference

*/ virtual Model::StartMatchmakingOutcome StartMatchmaking(const Model::StartMatchmakingRequest& request) const; /** *

Uses FlexMatch to create a game match for a group of players based on custom * matchmaking rules, and starts a new game for the matched players. Each * matchmaking request specifies the type of match to build (team configuration, * rules for an acceptable match, etc.). The request also specifies the players to * find a match for and where to host the new game session for optimal performance. * A matchmaking request might start with a single player or a group of players who * want to play together. FlexMatch finds additional players as needed to fill the * match. Match type, rules, and the queue used to place a new game session are * defined in a MatchmakingConfiguration.

To start * matchmaking, provide a unique ticket ID, specify a matchmaking configuration, * and include the players to be matched. You must also include a set of player * attributes relevant for the matchmaking configuration. If successful, a * matchmaking ticket is returned with status set to QUEUED. Track the * status of the ticket to respond as needed and acquire game session connection * information for successfully completed matches.

Tracking ticket * status -- A couple of options are available for tracking the status of * matchmaking requests:

  • Polling -- Call * DescribeMatchmaking. This operation returns the full ticket object, * including current status and (for completed tickets) game session connection * info. We recommend polling no more than once every 10 seconds.

  • *

    Notifications -- Get event notifications for changes in ticket status using * Amazon Simple Notification Service (SNS). Notifications are easy to set up (see * CreateMatchmakingConfiguration) and typically deliver match status * changes faster and more efficiently than polling. We recommend that you use * polling to back up to notifications (since delivery is not guaranteed) and call * DescribeMatchmaking only when notifications are not received within * 30 seconds.

Processing a matchmaking request -- * FlexMatch handles a matchmaking request as follows:

  1. Your * client code submits a StartMatchmaking request for one or more * players and tracks the status of the request ticket.

  2. *

    FlexMatch uses this ticket and others in process to build an acceptable * match. When a potential match is identified, all tickets in the proposed match * are advanced to the next status.

  3. If the match requires player * acceptance (set in the matchmaking configuration), the tickets move into status * REQUIRES_ACCEPTANCE. This status triggers your client code to * solicit acceptance from all players in every ticket involved in the match, and * then call AcceptMatch for each player. If any player rejects or fails to * accept the match before a specified timeout, the proposed match is dropped (see * AcceptMatch for more details).

  4. Once a match is * proposed and accepted, the matchmaking tickets move into status * PLACING. FlexMatch locates resources for a new game session using * the game session queue (set in the matchmaking configuration) and creates the * game session based on the match data.

  5. When the match is * successfully placed, the matchmaking tickets move into COMPLETED * status. Connection information (including game session endpoint and player * session) is added to the matchmaking tickets. Matched players can use the * connection information to join the game.

Learn more *

* Add FlexMatch to a Game Client

* Set Up FlexMatch Event Notification

* FlexMatch Integration Roadmap

* How GameLift FlexMatch Works

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StartMatchmakingOutcomeCallable StartMatchmakingCallable(const Model::StartMatchmakingRequest& request) const; /** *

Uses FlexMatch to create a game match for a group of players based on custom * matchmaking rules, and starts a new game for the matched players. Each * matchmaking request specifies the type of match to build (team configuration, * rules for an acceptable match, etc.). The request also specifies the players to * find a match for and where to host the new game session for optimal performance. * A matchmaking request might start with a single player or a group of players who * want to play together. FlexMatch finds additional players as needed to fill the * match. Match type, rules, and the queue used to place a new game session are * defined in a MatchmakingConfiguration.

To start * matchmaking, provide a unique ticket ID, specify a matchmaking configuration, * and include the players to be matched. You must also include a set of player * attributes relevant for the matchmaking configuration. If successful, a * matchmaking ticket is returned with status set to QUEUED. Track the * status of the ticket to respond as needed and acquire game session connection * information for successfully completed matches.

Tracking ticket * status -- A couple of options are available for tracking the status of * matchmaking requests:

  • Polling -- Call * DescribeMatchmaking. This operation returns the full ticket object, * including current status and (for completed tickets) game session connection * info. We recommend polling no more than once every 10 seconds.

  • *

    Notifications -- Get event notifications for changes in ticket status using * Amazon Simple Notification Service (SNS). Notifications are easy to set up (see * CreateMatchmakingConfiguration) and typically deliver match status * changes faster and more efficiently than polling. We recommend that you use * polling to back up to notifications (since delivery is not guaranteed) and call * DescribeMatchmaking only when notifications are not received within * 30 seconds.

Processing a matchmaking request -- * FlexMatch handles a matchmaking request as follows:

  1. Your * client code submits a StartMatchmaking request for one or more * players and tracks the status of the request ticket.

  2. *

    FlexMatch uses this ticket and others in process to build an acceptable * match. When a potential match is identified, all tickets in the proposed match * are advanced to the next status.

  3. If the match requires player * acceptance (set in the matchmaking configuration), the tickets move into status * REQUIRES_ACCEPTANCE. This status triggers your client code to * solicit acceptance from all players in every ticket involved in the match, and * then call AcceptMatch for each player. If any player rejects or fails to * accept the match before a specified timeout, the proposed match is dropped (see * AcceptMatch for more details).

  4. Once a match is * proposed and accepted, the matchmaking tickets move into status * PLACING. FlexMatch locates resources for a new game session using * the game session queue (set in the matchmaking configuration) and creates the * game session based on the match data.

  5. When the match is * successfully placed, the matchmaking tickets move into COMPLETED * status. Connection information (including game session endpoint and player * session) is added to the matchmaking tickets. Matched players can use the * connection information to join the game.

Learn more *

* Add FlexMatch to a Game Client

* Set Up FlexMatch Event Notification

* FlexMatch Integration Roadmap

* How GameLift FlexMatch Works

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StartMatchmakingAsync(const Model::StartMatchmakingRequest& request, const StartMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Suspends activity on a fleet. Currently, this operation is used to stop a * fleet's auto-scaling activity. It is used to temporarily stop triggering scaling * events. The policies can be retained and auto-scaling activity can be restarted * using StartFleetActions. You can view a fleet's stopped actions using * DescribeFleetAttributes.

To stop fleet actions, specify the fleet * ID and the type of actions to suspend. When auto-scaling fleet actions are * stopped, Amazon GameLift no longer initiates scaling events except in response * to manual changes using UpdateFleetCapacity.

Learn more *

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::StopFleetActionsOutcome StopFleetActions(const Model::StopFleetActionsRequest& request) const; /** *

Suspends activity on a fleet. Currently, this operation is used to stop a * fleet's auto-scaling activity. It is used to temporarily stop triggering scaling * events. The policies can be retained and auto-scaling activity can be restarted * using StartFleetActions. You can view a fleet's stopped actions using * DescribeFleetAttributes.

To stop fleet actions, specify the fleet * ID and the type of actions to suspend. When auto-scaling fleet actions are * stopped, Amazon GameLift no longer initiates scaling events except in response * to manual changes using UpdateFleetCapacity.

Learn more *

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StopFleetActionsOutcomeCallable StopFleetActionsCallable(const Model::StopFleetActionsRequest& request) const; /** *

Suspends activity on a fleet. Currently, this operation is used to stop a * fleet's auto-scaling activity. It is used to temporarily stop triggering scaling * events. The policies can be retained and auto-scaling activity can be restarted * using StartFleetActions. You can view a fleet's stopped actions using * DescribeFleetAttributes.

To stop fleet actions, specify the fleet * ID and the type of actions to suspend. When auto-scaling fleet actions are * stopped, Amazon GameLift no longer initiates scaling events except in response * to manual changes using UpdateFleetCapacity.

Learn more *

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StopFleetActionsAsync(const Model::StopFleetActionsRequest& request, const StopFleetActionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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 Reference

*/ virtual Model::StopGameSessionPlacementOutcome StopGameSessionPlacement(const Model::StopGameSessionPlacementRequest& request) const; /** *

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 Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StopGameSessionPlacementOutcomeCallable StopGameSessionPlacementCallable(const Model::StopGameSessionPlacementRequest& request) const; /** *

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 Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StopGameSessionPlacementAsync(const Model::StopGameSessionPlacementRequest& request, const StopGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

If the * action is successful, the service sends back an empty JSON struct with the HTTP * 200 response (not an empty HTTP body).

Learn more

*

* Add FlexMatch to a Game Client

Related operations

See Also:

AWS * API Reference

*/ virtual Model::StopMatchmakingOutcome StopMatchmaking(const Model::StopMatchmakingRequest& request) const; /** *

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.

If the * action is successful, the service sends back an empty JSON struct with the HTTP * 200 response (not an empty HTTP body).

Learn more

*

* Add FlexMatch to a Game Client

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::StopMatchmakingOutcomeCallable StopMatchmakingCallable(const Model::StopMatchmakingRequest& request) const; /** *

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.

If the * action is successful, the service sends back an empty JSON struct with the HTTP * 200 response (not an empty HTTP body).

Learn more

*

* Add FlexMatch to a Game Client

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void StopMatchmakingAsync(const Model::StopMatchmakingRequest& request, const StopMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Temporarily * stops activity on a game server group without terminating instances or the game * server group. Activity can be restarted by calling ResumeGameServerGroup. * Activities that can suspended are:

  • Instance type replacement. * This activity evaluates the current Spot viability of all instance types that * are defined for the game server group. It updates the Auto Scaling group to * remove nonviable Spot instance types (which have a higher chance of game server * interruptions) and rebalances capacity across the remaining viable Spot instance * types. When this activity is suspended, the Auto Scaling group continues with * its current balance, regardless of viability. Instance protection, utilization * metrics, and capacity autoscaling activities continue to be active.

  • *

To suspend activity, specify a game server group ARN and the type of * activity to be suspended.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::SuspendGameServerGroupOutcome SuspendGameServerGroup(const Model::SuspendGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Temporarily * stops activity on a game server group without terminating instances or the game * server group. Activity can be restarted by calling ResumeGameServerGroup. * Activities that can suspended are:

  • Instance type replacement. * This activity evaluates the current Spot viability of all instance types that * are defined for the game server group. It updates the Auto Scaling group to * remove nonviable Spot instance types (which have a higher chance of game server * interruptions) and rebalances capacity across the remaining viable Spot instance * types. When this activity is suspended, the Auto Scaling group continues with * its current balance, regardless of viability. Instance protection, utilization * metrics, and capacity autoscaling activities continue to be active.

  • *

To suspend activity, specify a game server group ARN and the type of * activity to be suspended.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::SuspendGameServerGroupOutcomeCallable SuspendGameServerGroupCallable(const Model::SuspendGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Temporarily * stops activity on a game server group without terminating instances or the game * server group. Activity can be restarted by calling ResumeGameServerGroup. * Activities that can suspended are:

  • Instance type replacement. * This activity evaluates the current Spot viability of all instance types that * are defined for the game server group. It updates the Auto Scaling group to * remove nonviable Spot instance types (which have a higher chance of game server * interruptions) and rebalances capacity across the remaining viable Spot instance * types. When this activity is suspended, the Auto Scaling group continues with * its current balance, regardless of viability. Instance protection, utilization * metrics, and capacity autoscaling activities continue to be active.

  • *

To suspend activity, specify a game server group ARN and the type of * activity to be suspended.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void SuspendGameServerGroupAsync(const Model::SuspendGameServerGroupRequest& request, const SuspendGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Assigns a tag to a GameLift resource. AWS 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 AWS * cost breakdowns, etc. This action handles the permissions necessary to manage * tags for the following GameLift resource types:

  • Build

  • *
  • Script

  • Fleet

  • Alias

  • *

    GameSessionQueue

  • MatchmakingConfiguration

  • *

    MatchmakingRuleSet

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 * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

*/ virtual Model::TagResourceOutcome TagResource(const Model::TagResourceRequest& request) const; /** *

Assigns a tag to a GameLift resource. AWS 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 AWS * cost breakdowns, etc. This action handles the permissions necessary to manage * tags for the following GameLift resource types:

  • Build

  • *
  • Script

  • Fleet

  • Alias

  • *

    GameSessionQueue

  • MatchmakingConfiguration

  • *

    MatchmakingRuleSet

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 * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::TagResourceOutcomeCallable TagResourceCallable(const Model::TagResourceRequest& request) const; /** *

Assigns a tag to a GameLift resource. AWS 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 AWS * cost breakdowns, etc. This action handles the permissions necessary to manage * tags for the following GameLift resource types:

  • Build

  • *
  • Script

  • Fleet

  • Alias

  • *

    GameSessionQueue

  • MatchmakingConfiguration

  • *

    MatchmakingRuleSet

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 * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void TagResourceAsync(const Model::TagResourceRequest& request, const TagResourceResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Removes a tag that is assigned to a GameLift resource. Resource tags are used * to organize AWS resources for a range of purposes. This action handles the * permissions necessary to manage tags for the following GameLift resource * types:

  • Build

  • Script

  • *

    Fleet

  • Alias

  • GameSessionQueue

  • *
  • MatchmakingConfiguration

  • MatchmakingRuleSet

  • *

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 action succeeds even if the list includes tags that are not currently * assigned to the specified resource.

Learn more

Tagging * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

*/ virtual Model::UntagResourceOutcome UntagResource(const Model::UntagResourceRequest& request) const; /** *

Removes a tag that is assigned to a GameLift resource. Resource tags are used * to organize AWS resources for a range of purposes. This action handles the * permissions necessary to manage tags for the following GameLift resource * types:

  • Build

  • Script

  • *

    Fleet

  • Alias

  • GameSessionQueue

  • *
  • MatchmakingConfiguration

  • MatchmakingRuleSet

  • *

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 action succeeds even if the list includes tags that are not currently * assigned to the specified resource.

Learn more

Tagging * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UntagResourceOutcomeCallable UntagResourceCallable(const Model::UntagResourceRequest& request) const; /** *

Removes a tag that is assigned to a GameLift resource. Resource tags are used * to organize AWS resources for a range of purposes. This action handles the * permissions necessary to manage tags for the following GameLift resource * types:

  • Build

  • Script

  • *

    Fleet

  • Alias

  • GameSessionQueue

  • *
  • MatchmakingConfiguration

  • MatchmakingRuleSet

  • *

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 action succeeds even if the list includes tags that are not currently * assigned to the specified resource.

Learn more

Tagging * AWS Resources in the AWS General Reference

* AWS Tagging Strategies

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UntagResourceAsync(const Model::UntagResourceRequest& request, const UntagResourceResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

See Also:

AWS * API Reference

*/ virtual Model::UpdateAliasOutcome UpdateAlias(const Model::UpdateAliasRequest& request) const; /** *

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.

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateAliasOutcomeCallable UpdateAliasCallable(const Model::UpdateAliasRequest& request) const; /** *

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.

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateAliasAsync(const Model::UpdateAliasRequest& request, const UpdateAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

*/ virtual Model::UpdateBuildOutcome UpdateBuild(const Model::UpdateBuildRequest& request) const; /** *

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.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateBuildOutcomeCallable UpdateBuildCallable(const Model::UpdateBuildRequest& request) const; /** *

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.

Learn more

* Upload a Custom Server Build

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateBuildAsync(const Model::UpdateBuildRequest& request, const UpdateBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::UpdateFleetAttributesOutcome UpdateFleetAttributes(const Model::UpdateFleetAttributesRequest& request) const; /** *

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

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateFleetAttributesOutcomeCallable UpdateFleetAttributesCallable(const Model::UpdateFleetAttributesRequest& request) const; /** *

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

* Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateFleetAttributesAsync(const Model::UpdateFleetAttributesRequest& request, const UpdateFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

Specify minimum * and maximum number of instances. Amazon GameLift will not change fleet capacity * to values fall outside of this range. This is particularly important when using * auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on * player demand while imposing limits on automatic adjustments.

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

Learn * more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::UpdateFleetCapacityOutcome UpdateFleetCapacity(const Model::UpdateFleetCapacityRequest& request) const; /** *

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

Specify minimum * and maximum number of instances. Amazon GameLift will not change fleet capacity * to values fall outside of this range. This is particularly important when using * auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on * player demand while imposing limits on automatic adjustments.

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

Learn * more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateFleetCapacityOutcomeCallable UpdateFleetCapacityCallable(const Model::UpdateFleetCapacityRequest& request) const; /** *

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

Specify minimum * and maximum number of instances. Amazon GameLift will not change fleet capacity * to values fall outside of this range. This is particularly important when using * auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on * player demand while imposing limits on automatic adjustments.

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

Learn * more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateFleetCapacityAsync(const Model::UpdateFleetCapacityRequest& request, const UpdateFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::UpdateFleetPortSettingsOutcome UpdateFleetPortSettings(const Model::UpdateFleetPortSettingsRequest& request) const; /** *

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

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateFleetPortSettingsOutcomeCallable UpdateFleetPortSettingsCallable(const Model::UpdateFleetPortSettingsRequest& request) const; /** *

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

Learn more

Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateFleetPortSettingsAsync(const Model::UpdateFleetPortSettingsRequest& request, const UpdateFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Updates * information about a registered game server. This action is called by a game * server process that is running on an instance in a game server group. There are * three reasons to update game server information: (1) to change the utilization * status of the game server, (2) to report game server health status, and (3) to * change game server metadata. A registered game server should regularly report * health and should update utilization status when it is supporting gameplay so * that GameLift FleetIQ can accurately track game server availability. You can * make all three types of updates in the same request.

  • To update * the game server's utilization status, identify the game server and game server * group and specify the current utilization status. Use this status to identify * when game servers are currently hosting games and when they are available to be * claimed.

  • 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 and will be eventually de-registered 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 and custom sort key values.

*

Once a game server is successfully updated, the relevant statuses and * timestamps are updated.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

*/ virtual Model::UpdateGameServerOutcome UpdateGameServer(const Model::UpdateGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Updates * information about a registered game server. This action is called by a game * server process that is running on an instance in a game server group. There are * three reasons to update game server information: (1) to change the utilization * status of the game server, (2) to report game server health status, and (3) to * change game server metadata. A registered game server should regularly report * health and should update utilization status when it is supporting gameplay so * that GameLift FleetIQ can accurately track game server availability. You can * make all three types of updates in the same request.

  • To update * the game server's utilization status, identify the game server and game server * group and specify the current utilization status. Use this status to identify * when game servers are currently hosting games and when they are available to be * claimed.

  • 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 and will be eventually de-registered 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 and custom sort key values.

*

Once a game server is successfully updated, the relevant statuses and * timestamps are updated.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateGameServerOutcomeCallable UpdateGameServerCallable(const Model::UpdateGameServerRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Updates * information about a registered game server. This action is called by a game * server process that is running on an instance in a game server group. There are * three reasons to update game server information: (1) to change the utilization * status of the game server, (2) to report game server health status, and (3) to * change game server metadata. A registered game server should regularly report * health and should update utilization status when it is supporting gameplay so * that GameLift FleetIQ can accurately track game server availability. You can * make all three types of updates in the same request.

  • To update * the game server's utilization status, identify the game server and game server * group and specify the current utilization status. Use this status to identify * when game servers are currently hosting games and when they are available to be * claimed.

  • 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 and will be eventually de-registered 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 and custom sort key values.

*

Once a game server is successfully updated, the relevant statuses and * timestamps are updated.

Learn more

GameLift * FleetIQ Guide

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateGameServerAsync(const Model::UpdateGameServerRequest& request, const UpdateGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Updates * GameLift FleetIQ-specific properties for a game server group. These properties * include instance rebalancing and game server protection. Many Auto Scaling group * properties are updated directly. These include autoscaling policies, * minimum/maximum/desired instance counts, and launch template.

To update * the game server group, specify the game server group ID and provide the updated * values.

Updated properties are validated to ensure that GameLift FleetIQ * can continue to perform its core instance rebalancing activity. When you change * Auto Scaling group properties directly and the changes cause errors with * GameLift FleetIQ activities, an alert is sent.

Learn more

*

GameLift * FleetIQ Guide

Updating * a GameLift FleetIQ-Linked Auto Scaling Group

Related * operations

See Also:

AWS * API Reference

*/ virtual Model::UpdateGameServerGroupOutcome UpdateGameServerGroup(const Model::UpdateGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Updates * GameLift FleetIQ-specific properties for a game server group. These properties * include instance rebalancing and game server protection. Many Auto Scaling group * properties are updated directly. These include autoscaling policies, * minimum/maximum/desired instance counts, and launch template.

To update * the game server group, specify the game server group ID and provide the updated * values.

Updated properties are validated to ensure that GameLift FleetIQ * can continue to perform its core instance rebalancing activity. When you change * Auto Scaling group properties directly and the changes cause errors with * GameLift FleetIQ activities, an alert is sent.

Learn more

*

GameLift * FleetIQ Guide

Updating * a GameLift FleetIQ-Linked Auto Scaling Group

Related * operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateGameServerGroupOutcomeCallable UpdateGameServerGroupCallable(const Model::UpdateGameServerGroupRequest& request) const; /** *

This action is part of Amazon GameLift FleetIQ with game server groups, * which is in preview release and is subject to change.

Updates * GameLift FleetIQ-specific properties for a game server group. These properties * include instance rebalancing and game server protection. Many Auto Scaling group * properties are updated directly. These include autoscaling policies, * minimum/maximum/desired instance counts, and launch template.

To update * the game server group, specify the game server group ID and provide the updated * values.

Updated properties are validated to ensure that GameLift FleetIQ * can continue to perform its core instance rebalancing activity. When you change * Auto Scaling group properties directly and the changes cause errors with * GameLift FleetIQ activities, an alert is sent.

Learn more

*

GameLift * FleetIQ Guide

Updating * a GameLift FleetIQ-Linked Auto Scaling Group

Related * operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateGameServerGroupAsync(const Model::UpdateGameServerGroupRequest& request, const UpdateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

*

See * Also:

AWS * API Reference

*/ virtual Model::UpdateGameSessionOutcome UpdateGameSession(const Model::UpdateGameSessionRequest& request) const; /** *

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.

*

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateGameSessionOutcomeCallable UpdateGameSessionCallable(const Model::UpdateGameSessionRequest& request) const; /** *

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.

*

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateGameSessionAsync(const Model::UpdateGameSessionRequest& request, const UpdateGameSessionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

Learn * more

* Using Multi-Region Queues

Related operations

See Also:

AWS * API Reference

*/ virtual Model::UpdateGameSessionQueueOutcome UpdateGameSessionQueue(const Model::UpdateGameSessionQueueRequest& request) const; /** *

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.

Learn * more

* Using Multi-Region Queues

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateGameSessionQueueOutcomeCallable UpdateGameSessionQueueCallable(const Model::UpdateGameSessionQueueRequest& request) const; /** *

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.

Learn * more

* Using Multi-Region Queues

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateGameSessionQueueAsync(const Model::UpdateGameSessionQueueRequest& request, const UpdateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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

* Design a FlexMatch Matchmaker

Related operations

See Also:

AWS * API Reference

*/ virtual Model::UpdateMatchmakingConfigurationOutcome UpdateMatchmakingConfiguration(const Model::UpdateMatchmakingConfigurationRequest& request) const; /** *

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

* Design a FlexMatch Matchmaker

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateMatchmakingConfigurationOutcomeCallable UpdateMatchmakingConfigurationCallable(const Model::UpdateMatchmakingConfigurationRequest& request) const; /** *

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

* Design a FlexMatch Matchmaker

Related operations

See Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateMatchmakingConfigurationAsync(const Model::UpdateMatchmakingConfigurationRequest& request, const UpdateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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 an updated set 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; runtime configuration changes are applied gradually as * existing processes shut down and new processes are launched during Amazon * GameLift's normal process recycling activity.

Learn more

* Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

*/ virtual Model::UpdateRuntimeConfigurationOutcome UpdateRuntimeConfiguration(const Model::UpdateRuntimeConfigurationRequest& request) const; /** *

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 an updated set 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; runtime configuration changes are applied gradually as * existing processes shut down and new processes are launched during Amazon * GameLift's normal process recycling activity.

Learn more

* Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateRuntimeConfigurationOutcomeCallable UpdateRuntimeConfigurationCallable(const Model::UpdateRuntimeConfigurationRequest& request) const; /** *

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 an updated set 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; runtime configuration changes are applied gradually as * existing processes shut down and new processes are launched during Amazon * GameLift's normal process recycling activity.

Learn more

* Setting * up GameLift Fleets

Related operations

See * Also:

AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateRuntimeConfigurationAsync(const Model::UpdateRuntimeConfigurationRequest& request, const UpdateRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

Updates Realtime script metadata and content.

To update script * metadata, specify the script ID and provide updated name and/or version values. *

To update script content, provide an updated zip file by pointing to * either a local file or an Amazon S3 bucket location. You can use either method * regardless of how the original script was uploaded. Use the Version * parameter to track updates to the script.

If the call is successful, the * updated metadata is stored in the script record and a revised script is uploaded * to the Amazon GameLift service. Once the script is updated and acquired by a * fleet instance, the new version is used for all new game sessions.

* Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

*/ virtual Model::UpdateScriptOutcome UpdateScript(const Model::UpdateScriptRequest& request) const; /** *

Updates Realtime script metadata and content.

To update script * metadata, specify the script ID and provide updated name and/or version values. *

To update script content, provide an updated zip file by pointing to * either a local file or an Amazon S3 bucket location. You can use either method * regardless of how the original script was uploaded. Use the Version * parameter to track updates to the script.

If the call is successful, the * updated metadata is stored in the script record and a revised script is uploaded * to the Amazon GameLift service. Once the script is updated and acquired by a * fleet instance, the new version is used for all new game sessions.

* Learn more

Amazon * GameLift Realtime Servers

Related operations

See Also:

AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::UpdateScriptOutcomeCallable UpdateScriptCallable(const Model::UpdateScriptRequest& request) const; /** *

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.

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Amazon * GameLift Realtime Servers

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AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void UpdateScriptAsync(const Model::UpdateScriptRequest& request, const UpdateScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; /** *

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.

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AWS * API Reference

*/ virtual Model::ValidateMatchmakingRuleSetOutcome ValidateMatchmakingRuleSet(const Model::ValidateMatchmakingRuleSetRequest& request) const; /** *

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.

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AWS * API Reference

* * returns a future to the operation so that it can be executed in parallel to other requests. */ virtual Model::ValidateMatchmakingRuleSetOutcomeCallable ValidateMatchmakingRuleSetCallable(const Model::ValidateMatchmakingRuleSetRequest& request) const; /** *

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.

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AWS * API Reference

* * Queues the request into a thread executor and triggers associated callback when operation has finished. */ virtual void ValidateMatchmakingRuleSetAsync(const Model::ValidateMatchmakingRuleSetRequest& request, const ValidateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const; void OverrideEndpoint(const Aws::String& endpoint); private: void init(const Aws::Client::ClientConfiguration& clientConfiguration); void AcceptMatchAsyncHelper(const Model::AcceptMatchRequest& request, const AcceptMatchResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ClaimGameServerAsyncHelper(const Model::ClaimGameServerRequest& request, const ClaimGameServerResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateAliasAsyncHelper(const Model::CreateAliasRequest& request, const CreateAliasResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateBuildAsyncHelper(const Model::CreateBuildRequest& request, const CreateBuildResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateFleetAsyncHelper(const Model::CreateFleetRequest& request, const CreateFleetResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateGameServerGroupAsyncHelper(const Model::CreateGameServerGroupRequest& request, const CreateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateGameSessionAsyncHelper(const Model::CreateGameSessionRequest& request, const CreateGameSessionResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateGameSessionQueueAsyncHelper(const Model::CreateGameSessionQueueRequest& request, const CreateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateMatchmakingConfigurationAsyncHelper(const Model::CreateMatchmakingConfigurationRequest& request, const CreateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateMatchmakingRuleSetAsyncHelper(const Model::CreateMatchmakingRuleSetRequest& request, const CreateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreatePlayerSessionAsyncHelper(const Model::CreatePlayerSessionRequest& request, const CreatePlayerSessionResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreatePlayerSessionsAsyncHelper(const Model::CreatePlayerSessionsRequest& request, const CreatePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateScriptAsyncHelper(const Model::CreateScriptRequest& request, const CreateScriptResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateVpcPeeringAuthorizationAsyncHelper(const Model::CreateVpcPeeringAuthorizationRequest& request, const CreateVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void CreateVpcPeeringConnectionAsyncHelper(const Model::CreateVpcPeeringConnectionRequest& request, const CreateVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteAliasAsyncHelper(const Model::DeleteAliasRequest& request, const DeleteAliasResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteBuildAsyncHelper(const Model::DeleteBuildRequest& request, const DeleteBuildResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteFleetAsyncHelper(const Model::DeleteFleetRequest& request, const DeleteFleetResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteGameServerGroupAsyncHelper(const Model::DeleteGameServerGroupRequest& request, const DeleteGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteGameSessionQueueAsyncHelper(const Model::DeleteGameSessionQueueRequest& request, const DeleteGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteMatchmakingConfigurationAsyncHelper(const Model::DeleteMatchmakingConfigurationRequest& request, const DeleteMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteMatchmakingRuleSetAsyncHelper(const Model::DeleteMatchmakingRuleSetRequest& request, const DeleteMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteScalingPolicyAsyncHelper(const Model::DeleteScalingPolicyRequest& request, const DeleteScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteScriptAsyncHelper(const Model::DeleteScriptRequest& request, const DeleteScriptResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteVpcPeeringAuthorizationAsyncHelper(const Model::DeleteVpcPeeringAuthorizationRequest& request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeleteVpcPeeringConnectionAsyncHelper(const Model::DeleteVpcPeeringConnectionRequest& request, const DeleteVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DeregisterGameServerAsyncHelper(const Model::DeregisterGameServerRequest& request, const DeregisterGameServerResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeAliasAsyncHelper(const Model::DescribeAliasRequest& request, const DescribeAliasResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeBuildAsyncHelper(const Model::DescribeBuildRequest& request, const DescribeBuildResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeEC2InstanceLimitsAsyncHelper(const Model::DescribeEC2InstanceLimitsRequest& request, const DescribeEC2InstanceLimitsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeFleetAttributesAsyncHelper(const Model::DescribeFleetAttributesRequest& request, const DescribeFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeFleetCapacityAsyncHelper(const Model::DescribeFleetCapacityRequest& request, const DescribeFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeFleetEventsAsyncHelper(const Model::DescribeFleetEventsRequest& request, const DescribeFleetEventsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeFleetPortSettingsAsyncHelper(const Model::DescribeFleetPortSettingsRequest& request, const DescribeFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeFleetUtilizationAsyncHelper(const Model::DescribeFleetUtilizationRequest& request, const DescribeFleetUtilizationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeGameServerAsyncHelper(const Model::DescribeGameServerRequest& request, const DescribeGameServerResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeGameServerGroupAsyncHelper(const Model::DescribeGameServerGroupRequest& request, const DescribeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeGameSessionDetailsAsyncHelper(const Model::DescribeGameSessionDetailsRequest& request, const DescribeGameSessionDetailsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeGameSessionPlacementAsyncHelper(const Model::DescribeGameSessionPlacementRequest& request, const DescribeGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeGameSessionQueuesAsyncHelper(const Model::DescribeGameSessionQueuesRequest& request, const DescribeGameSessionQueuesResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeGameSessionsAsyncHelper(const Model::DescribeGameSessionsRequest& request, const DescribeGameSessionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeInstancesAsyncHelper(const Model::DescribeInstancesRequest& request, const DescribeInstancesResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeMatchmakingAsyncHelper(const Model::DescribeMatchmakingRequest& request, const DescribeMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeMatchmakingConfigurationsAsyncHelper(const Model::DescribeMatchmakingConfigurationsRequest& request, const DescribeMatchmakingConfigurationsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeMatchmakingRuleSetsAsyncHelper(const Model::DescribeMatchmakingRuleSetsRequest& request, const DescribeMatchmakingRuleSetsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribePlayerSessionsAsyncHelper(const Model::DescribePlayerSessionsRequest& request, const DescribePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeRuntimeConfigurationAsyncHelper(const Model::DescribeRuntimeConfigurationRequest& request, const DescribeRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeScalingPoliciesAsyncHelper(const Model::DescribeScalingPoliciesRequest& request, const DescribeScalingPoliciesResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeScriptAsyncHelper(const Model::DescribeScriptRequest& request, const DescribeScriptResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeVpcPeeringAuthorizationsAsyncHelper(const Model::DescribeVpcPeeringAuthorizationsRequest& request, const DescribeVpcPeeringAuthorizationsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void DescribeVpcPeeringConnectionsAsyncHelper(const Model::DescribeVpcPeeringConnectionsRequest& request, const DescribeVpcPeeringConnectionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void GetGameSessionLogUrlAsyncHelper(const Model::GetGameSessionLogUrlRequest& request, const GetGameSessionLogUrlResponseReceivedHandler& handler, const std::shared_ptr& context) const; void GetInstanceAccessAsyncHelper(const Model::GetInstanceAccessRequest& request, const GetInstanceAccessResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListAliasesAsyncHelper(const Model::ListAliasesRequest& request, const ListAliasesResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListBuildsAsyncHelper(const Model::ListBuildsRequest& request, const ListBuildsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListFleetsAsyncHelper(const Model::ListFleetsRequest& request, const ListFleetsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListGameServerGroupsAsyncHelper(const Model::ListGameServerGroupsRequest& request, const ListGameServerGroupsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListGameServersAsyncHelper(const Model::ListGameServersRequest& request, const ListGameServersResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListScriptsAsyncHelper(const Model::ListScriptsRequest& request, const ListScriptsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ListTagsForResourceAsyncHelper(const Model::ListTagsForResourceRequest& request, const ListTagsForResourceResponseReceivedHandler& handler, const std::shared_ptr& context) const; void PutScalingPolicyAsyncHelper(const Model::PutScalingPolicyRequest& request, const PutScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr& context) const; void RegisterGameServerAsyncHelper(const Model::RegisterGameServerRequest& request, const RegisterGameServerResponseReceivedHandler& handler, const std::shared_ptr& context) const; void RequestUploadCredentialsAsyncHelper(const Model::RequestUploadCredentialsRequest& request, const RequestUploadCredentialsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ResolveAliasAsyncHelper(const Model::ResolveAliasRequest& request, const ResolveAliasResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ResumeGameServerGroupAsyncHelper(const Model::ResumeGameServerGroupRequest& request, const ResumeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context) const; void SearchGameSessionsAsyncHelper(const Model::SearchGameSessionsRequest& request, const SearchGameSessionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StartFleetActionsAsyncHelper(const Model::StartFleetActionsRequest& request, const StartFleetActionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StartGameSessionPlacementAsyncHelper(const Model::StartGameSessionPlacementRequest& request, const StartGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StartMatchBackfillAsyncHelper(const Model::StartMatchBackfillRequest& request, const StartMatchBackfillResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StartMatchmakingAsyncHelper(const Model::StartMatchmakingRequest& request, const StartMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StopFleetActionsAsyncHelper(const Model::StopFleetActionsRequest& request, const StopFleetActionsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StopGameSessionPlacementAsyncHelper(const Model::StopGameSessionPlacementRequest& request, const StopGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context) const; void StopMatchmakingAsyncHelper(const Model::StopMatchmakingRequest& request, const StopMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context) const; void SuspendGameServerGroupAsyncHelper(const Model::SuspendGameServerGroupRequest& request, const SuspendGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context) const; void TagResourceAsyncHelper(const Model::TagResourceRequest& request, const TagResourceResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UntagResourceAsyncHelper(const Model::UntagResourceRequest& request, const UntagResourceResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateAliasAsyncHelper(const Model::UpdateAliasRequest& request, const UpdateAliasResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateBuildAsyncHelper(const Model::UpdateBuildRequest& request, const UpdateBuildResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateFleetAttributesAsyncHelper(const Model::UpdateFleetAttributesRequest& request, const UpdateFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateFleetCapacityAsyncHelper(const Model::UpdateFleetCapacityRequest& request, const UpdateFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateFleetPortSettingsAsyncHelper(const Model::UpdateFleetPortSettingsRequest& request, const UpdateFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateGameServerAsyncHelper(const Model::UpdateGameServerRequest& request, const UpdateGameServerResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateGameServerGroupAsyncHelper(const Model::UpdateGameServerGroupRequest& request, const UpdateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateGameSessionAsyncHelper(const Model::UpdateGameSessionRequest& request, const UpdateGameSessionResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateGameSessionQueueAsyncHelper(const Model::UpdateGameSessionQueueRequest& request, const UpdateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateMatchmakingConfigurationAsyncHelper(const Model::UpdateMatchmakingConfigurationRequest& request, const UpdateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateRuntimeConfigurationAsyncHelper(const Model::UpdateRuntimeConfigurationRequest& request, const UpdateRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context) const; void UpdateScriptAsyncHelper(const Model::UpdateScriptRequest& request, const UpdateScriptResponseReceivedHandler& handler, const std::shared_ptr& context) const; void ValidateMatchmakingRuleSetAsyncHelper(const Model::ValidateMatchmakingRuleSetRequest& request, const ValidateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context) const; Aws::String m_uri; Aws::String m_configScheme; std::shared_ptr m_executor; }; } // namespace GameLift } // namespace Aws