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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/GameLiftClient.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftErrors.h>
#include <aws/core/client/AWSError.h>
#include <aws/core/client/ClientConfiguration.h>
#include <aws/core/client/AWSClient.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/json/JsonSerializer.h>
#include <aws/gamelift/model/AcceptMatchResult.h>
#include <aws/gamelift/model/ClaimGameServerResult.h>
#include <aws/gamelift/model/CreateAliasResult.h>
#include <aws/gamelift/model/CreateBuildResult.h>
#include <aws/gamelift/model/CreateFleetResult.h>
#include <aws/gamelift/model/CreateGameServerGroupResult.h>
#include <aws/gamelift/model/CreateGameSessionResult.h>
#include <aws/gamelift/model/CreateGameSessionQueueResult.h>
#include <aws/gamelift/model/CreateMatchmakingConfigurationResult.h>
#include <aws/gamelift/model/CreateMatchmakingRuleSetResult.h>
#include <aws/gamelift/model/CreatePlayerSessionResult.h>
#include <aws/gamelift/model/CreatePlayerSessionsResult.h>
#include <aws/gamelift/model/CreateScriptResult.h>
#include <aws/gamelift/model/CreateVpcPeeringAuthorizationResult.h>
#include <aws/gamelift/model/CreateVpcPeeringConnectionResult.h>
#include <aws/gamelift/model/DeleteGameServerGroupResult.h>
#include <aws/gamelift/model/DeleteGameSessionQueueResult.h>
#include <aws/gamelift/model/DeleteMatchmakingConfigurationResult.h>
#include <aws/gamelift/model/DeleteMatchmakingRuleSetResult.h>
#include <aws/gamelift/model/DeleteVpcPeeringAuthorizationResult.h>
#include <aws/gamelift/model/DeleteVpcPeeringConnectionResult.h>
#include <aws/gamelift/model/DescribeAliasResult.h>
#include <aws/gamelift/model/DescribeBuildResult.h>
#include <aws/gamelift/model/DescribeEC2InstanceLimitsResult.h>
#include <aws/gamelift/model/DescribeFleetAttributesResult.h>
#include <aws/gamelift/model/DescribeFleetCapacityResult.h>
#include <aws/gamelift/model/DescribeFleetEventsResult.h>
#include <aws/gamelift/model/DescribeFleetPortSettingsResult.h>
#include <aws/gamelift/model/DescribeFleetUtilizationResult.h>
#include <aws/gamelift/model/DescribeGameServerResult.h>
#include <aws/gamelift/model/DescribeGameServerGroupResult.h>
#include <aws/gamelift/model/DescribeGameSessionDetailsResult.h>
#include <aws/gamelift/model/DescribeGameSessionPlacementResult.h>
#include <aws/gamelift/model/DescribeGameSessionQueuesResult.h>
#include <aws/gamelift/model/DescribeGameSessionsResult.h>
#include <aws/gamelift/model/DescribeInstancesResult.h>
#include <aws/gamelift/model/DescribeMatchmakingResult.h>
#include <aws/gamelift/model/DescribeMatchmakingConfigurationsResult.h>
#include <aws/gamelift/model/DescribeMatchmakingRuleSetsResult.h>
#include <aws/gamelift/model/DescribePlayerSessionsResult.h>
#include <aws/gamelift/model/DescribeRuntimeConfigurationResult.h>
#include <aws/gamelift/model/DescribeScalingPoliciesResult.h>
#include <aws/gamelift/model/DescribeScriptResult.h>
#include <aws/gamelift/model/DescribeVpcPeeringAuthorizationsResult.h>
#include <aws/gamelift/model/DescribeVpcPeeringConnectionsResult.h>
#include <aws/gamelift/model/GetGameSessionLogUrlResult.h>
#include <aws/gamelift/model/GetInstanceAccessResult.h>
#include <aws/gamelift/model/ListAliasesResult.h>
#include <aws/gamelift/model/ListBuildsResult.h>
#include <aws/gamelift/model/ListFleetsResult.h>
#include <aws/gamelift/model/ListGameServerGroupsResult.h>
#include <aws/gamelift/model/ListGameServersResult.h>
#include <aws/gamelift/model/ListScriptsResult.h>
#include <aws/gamelift/model/ListTagsForResourceResult.h>
#include <aws/gamelift/model/PutScalingPolicyResult.h>
#include <aws/gamelift/model/RegisterGameServerResult.h>
#include <aws/gamelift/model/RequestUploadCredentialsResult.h>
#include <aws/gamelift/model/ResolveAliasResult.h>
#include <aws/gamelift/model/ResumeGameServerGroupResult.h>
#include <aws/gamelift/model/SearchGameSessionsResult.h>
#include <aws/gamelift/model/StartFleetActionsResult.h>
#include <aws/gamelift/model/StartGameSessionPlacementResult.h>
#include <aws/gamelift/model/StartMatchBackfillResult.h>
#include <aws/gamelift/model/StartMatchmakingResult.h>
#include <aws/gamelift/model/StopFleetActionsResult.h>
#include <aws/gamelift/model/StopGameSessionPlacementResult.h>
#include <aws/gamelift/model/StopMatchmakingResult.h>
#include <aws/gamelift/model/SuspendGameServerGroupResult.h>
#include <aws/gamelift/model/TagResourceResult.h>
#include <aws/gamelift/model/UntagResourceResult.h>
#include <aws/gamelift/model/UpdateAliasResult.h>
#include <aws/gamelift/model/UpdateBuildResult.h>
#include <aws/gamelift/model/UpdateFleetAttributesResult.h>
#include <aws/gamelift/model/UpdateFleetCapacityResult.h>
#include <aws/gamelift/model/UpdateFleetPortSettingsResult.h>
#include <aws/gamelift/model/UpdateGameServerResult.h>
#include <aws/gamelift/model/UpdateGameServerGroupResult.h>
#include <aws/gamelift/model/UpdateGameSessionResult.h>
#include <aws/gamelift/model/UpdateGameSessionQueueResult.h>
#include <aws/gamelift/model/UpdateMatchmakingConfigurationResult.h>
#include <aws/gamelift/model/UpdateRuntimeConfigurationResult.h>
#include <aws/gamelift/model/UpdateScriptResult.h>
#include <aws/gamelift/model/ValidateMatchmakingRuleSetResult.h>
#include <aws/core/NoResult.h>
#include <aws/core/client/AsyncCallerContext.h>
#include <aws/core/http/HttpTypes.h>
#include <future>
#include <functional>
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<AcceptMatchResult, GameLiftError> AcceptMatchOutcome;
typedef Aws::Utils::Outcome<ClaimGameServerResult, GameLiftError> ClaimGameServerOutcome;
typedef Aws::Utils::Outcome<CreateAliasResult, GameLiftError> CreateAliasOutcome;
typedef Aws::Utils::Outcome<CreateBuildResult, GameLiftError> CreateBuildOutcome;
typedef Aws::Utils::Outcome<CreateFleetResult, GameLiftError> CreateFleetOutcome;
typedef Aws::Utils::Outcome<CreateGameServerGroupResult, GameLiftError> CreateGameServerGroupOutcome;
typedef Aws::Utils::Outcome<CreateGameSessionResult, GameLiftError> CreateGameSessionOutcome;
typedef Aws::Utils::Outcome<CreateGameSessionQueueResult, GameLiftError> CreateGameSessionQueueOutcome;
typedef Aws::Utils::Outcome<CreateMatchmakingConfigurationResult, GameLiftError> CreateMatchmakingConfigurationOutcome;
typedef Aws::Utils::Outcome<CreateMatchmakingRuleSetResult, GameLiftError> CreateMatchmakingRuleSetOutcome;
typedef Aws::Utils::Outcome<CreatePlayerSessionResult, GameLiftError> CreatePlayerSessionOutcome;
typedef Aws::Utils::Outcome<CreatePlayerSessionsResult, GameLiftError> CreatePlayerSessionsOutcome;
typedef Aws::Utils::Outcome<CreateScriptResult, GameLiftError> CreateScriptOutcome;
typedef Aws::Utils::Outcome<CreateVpcPeeringAuthorizationResult, GameLiftError> CreateVpcPeeringAuthorizationOutcome;
typedef Aws::Utils::Outcome<CreateVpcPeeringConnectionResult, GameLiftError> CreateVpcPeeringConnectionOutcome;
typedef Aws::Utils::Outcome<Aws::NoResult, GameLiftError> DeleteAliasOutcome;
typedef Aws::Utils::Outcome<Aws::NoResult, GameLiftError> DeleteBuildOutcome;
typedef Aws::Utils::Outcome<Aws::NoResult, GameLiftError> DeleteFleetOutcome;
typedef Aws::Utils::Outcome<DeleteGameServerGroupResult, GameLiftError> DeleteGameServerGroupOutcome;
typedef Aws::Utils::Outcome<DeleteGameSessionQueueResult, GameLiftError> DeleteGameSessionQueueOutcome;
typedef Aws::Utils::Outcome<DeleteMatchmakingConfigurationResult, GameLiftError> DeleteMatchmakingConfigurationOutcome;
typedef Aws::Utils::Outcome<DeleteMatchmakingRuleSetResult, GameLiftError> DeleteMatchmakingRuleSetOutcome;
typedef Aws::Utils::Outcome<Aws::NoResult, GameLiftError> DeleteScalingPolicyOutcome;
typedef Aws::Utils::Outcome<Aws::NoResult, GameLiftError> DeleteScriptOutcome;
typedef Aws::Utils::Outcome<DeleteVpcPeeringAuthorizationResult, GameLiftError> DeleteVpcPeeringAuthorizationOutcome;
typedef Aws::Utils::Outcome<DeleteVpcPeeringConnectionResult, GameLiftError> DeleteVpcPeeringConnectionOutcome;
typedef Aws::Utils::Outcome<Aws::NoResult, GameLiftError> DeregisterGameServerOutcome;
typedef Aws::Utils::Outcome<DescribeAliasResult, GameLiftError> DescribeAliasOutcome;
typedef Aws::Utils::Outcome<DescribeBuildResult, GameLiftError> DescribeBuildOutcome;
typedef Aws::Utils::Outcome<DescribeEC2InstanceLimitsResult, GameLiftError> DescribeEC2InstanceLimitsOutcome;
typedef Aws::Utils::Outcome<DescribeFleetAttributesResult, GameLiftError> DescribeFleetAttributesOutcome;
typedef Aws::Utils::Outcome<DescribeFleetCapacityResult, GameLiftError> DescribeFleetCapacityOutcome;
typedef Aws::Utils::Outcome<DescribeFleetEventsResult, GameLiftError> DescribeFleetEventsOutcome;
typedef Aws::Utils::Outcome<DescribeFleetPortSettingsResult, GameLiftError> DescribeFleetPortSettingsOutcome;
typedef Aws::Utils::Outcome<DescribeFleetUtilizationResult, GameLiftError> DescribeFleetUtilizationOutcome;
typedef Aws::Utils::Outcome<DescribeGameServerResult, GameLiftError> DescribeGameServerOutcome;
typedef Aws::Utils::Outcome<DescribeGameServerGroupResult, GameLiftError> DescribeGameServerGroupOutcome;
typedef Aws::Utils::Outcome<DescribeGameSessionDetailsResult, GameLiftError> DescribeGameSessionDetailsOutcome;
typedef Aws::Utils::Outcome<DescribeGameSessionPlacementResult, GameLiftError> DescribeGameSessionPlacementOutcome;
typedef Aws::Utils::Outcome<DescribeGameSessionQueuesResult, GameLiftError> DescribeGameSessionQueuesOutcome;
typedef Aws::Utils::Outcome<DescribeGameSessionsResult, GameLiftError> DescribeGameSessionsOutcome;
typedef Aws::Utils::Outcome<DescribeInstancesResult, GameLiftError> DescribeInstancesOutcome;
typedef Aws::Utils::Outcome<DescribeMatchmakingResult, GameLiftError> DescribeMatchmakingOutcome;
typedef Aws::Utils::Outcome<DescribeMatchmakingConfigurationsResult, GameLiftError> DescribeMatchmakingConfigurationsOutcome;
typedef Aws::Utils::Outcome<DescribeMatchmakingRuleSetsResult, GameLiftError> DescribeMatchmakingRuleSetsOutcome;
typedef Aws::Utils::Outcome<DescribePlayerSessionsResult, GameLiftError> DescribePlayerSessionsOutcome;
typedef Aws::Utils::Outcome<DescribeRuntimeConfigurationResult, GameLiftError> DescribeRuntimeConfigurationOutcome;
typedef Aws::Utils::Outcome<DescribeScalingPoliciesResult, GameLiftError> DescribeScalingPoliciesOutcome;
typedef Aws::Utils::Outcome<DescribeScriptResult, GameLiftError> DescribeScriptOutcome;
typedef Aws::Utils::Outcome<DescribeVpcPeeringAuthorizationsResult, GameLiftError> DescribeVpcPeeringAuthorizationsOutcome;
typedef Aws::Utils::Outcome<DescribeVpcPeeringConnectionsResult, GameLiftError> DescribeVpcPeeringConnectionsOutcome;
typedef Aws::Utils::Outcome<GetGameSessionLogUrlResult, GameLiftError> GetGameSessionLogUrlOutcome;
typedef Aws::Utils::Outcome<GetInstanceAccessResult, GameLiftError> GetInstanceAccessOutcome;
typedef Aws::Utils::Outcome<ListAliasesResult, GameLiftError> ListAliasesOutcome;
typedef Aws::Utils::Outcome<ListBuildsResult, GameLiftError> ListBuildsOutcome;
typedef Aws::Utils::Outcome<ListFleetsResult, GameLiftError> ListFleetsOutcome;
typedef Aws::Utils::Outcome<ListGameServerGroupsResult, GameLiftError> ListGameServerGroupsOutcome;
typedef Aws::Utils::Outcome<ListGameServersResult, GameLiftError> ListGameServersOutcome;
typedef Aws::Utils::Outcome<ListScriptsResult, GameLiftError> ListScriptsOutcome;
typedef Aws::Utils::Outcome<ListTagsForResourceResult, GameLiftError> ListTagsForResourceOutcome;
typedef Aws::Utils::Outcome<PutScalingPolicyResult, GameLiftError> PutScalingPolicyOutcome;
typedef Aws::Utils::Outcome<RegisterGameServerResult, GameLiftError> RegisterGameServerOutcome;
typedef Aws::Utils::Outcome<RequestUploadCredentialsResult, GameLiftError> RequestUploadCredentialsOutcome;
typedef Aws::Utils::Outcome<ResolveAliasResult, GameLiftError> ResolveAliasOutcome;
typedef Aws::Utils::Outcome<ResumeGameServerGroupResult, GameLiftError> ResumeGameServerGroupOutcome;
typedef Aws::Utils::Outcome<SearchGameSessionsResult, GameLiftError> SearchGameSessionsOutcome;
typedef Aws::Utils::Outcome<StartFleetActionsResult, GameLiftError> StartFleetActionsOutcome;
typedef Aws::Utils::Outcome<StartGameSessionPlacementResult, GameLiftError> StartGameSessionPlacementOutcome;
typedef Aws::Utils::Outcome<StartMatchBackfillResult, GameLiftError> StartMatchBackfillOutcome;
typedef Aws::Utils::Outcome<StartMatchmakingResult, GameLiftError> StartMatchmakingOutcome;
typedef Aws::Utils::Outcome<StopFleetActionsResult, GameLiftError> StopFleetActionsOutcome;
typedef Aws::Utils::Outcome<StopGameSessionPlacementResult, GameLiftError> StopGameSessionPlacementOutcome;
typedef Aws::Utils::Outcome<StopMatchmakingResult, GameLiftError> StopMatchmakingOutcome;
typedef Aws::Utils::Outcome<SuspendGameServerGroupResult, GameLiftError> SuspendGameServerGroupOutcome;
typedef Aws::Utils::Outcome<TagResourceResult, GameLiftError> TagResourceOutcome;
typedef Aws::Utils::Outcome<UntagResourceResult, GameLiftError> UntagResourceOutcome;
typedef Aws::Utils::Outcome<UpdateAliasResult, GameLiftError> UpdateAliasOutcome;
typedef Aws::Utils::Outcome<UpdateBuildResult, GameLiftError> UpdateBuildOutcome;
typedef Aws::Utils::Outcome<UpdateFleetAttributesResult, GameLiftError> UpdateFleetAttributesOutcome;
typedef Aws::Utils::Outcome<UpdateFleetCapacityResult, GameLiftError> UpdateFleetCapacityOutcome;
typedef Aws::Utils::Outcome<UpdateFleetPortSettingsResult, GameLiftError> UpdateFleetPortSettingsOutcome;
typedef Aws::Utils::Outcome<UpdateGameServerResult, GameLiftError> UpdateGameServerOutcome;
typedef Aws::Utils::Outcome<UpdateGameServerGroupResult, GameLiftError> UpdateGameServerGroupOutcome;
typedef Aws::Utils::Outcome<UpdateGameSessionResult, GameLiftError> UpdateGameSessionOutcome;
typedef Aws::Utils::Outcome<UpdateGameSessionQueueResult, GameLiftError> UpdateGameSessionQueueOutcome;
typedef Aws::Utils::Outcome<UpdateMatchmakingConfigurationResult, GameLiftError> UpdateMatchmakingConfigurationOutcome;
typedef Aws::Utils::Outcome<UpdateRuntimeConfigurationResult, GameLiftError> UpdateRuntimeConfigurationOutcome;
typedef Aws::Utils::Outcome<UpdateScriptResult, GameLiftError> UpdateScriptOutcome;
typedef Aws::Utils::Outcome<ValidateMatchmakingRuleSetResult, GameLiftError> ValidateMatchmakingRuleSetOutcome;
typedef std::future<AcceptMatchOutcome> AcceptMatchOutcomeCallable;
typedef std::future<ClaimGameServerOutcome> ClaimGameServerOutcomeCallable;
typedef std::future<CreateAliasOutcome> CreateAliasOutcomeCallable;
typedef std::future<CreateBuildOutcome> CreateBuildOutcomeCallable;
typedef std::future<CreateFleetOutcome> CreateFleetOutcomeCallable;
typedef std::future<CreateGameServerGroupOutcome> CreateGameServerGroupOutcomeCallable;
typedef std::future<CreateGameSessionOutcome> CreateGameSessionOutcomeCallable;
typedef std::future<CreateGameSessionQueueOutcome> CreateGameSessionQueueOutcomeCallable;
typedef std::future<CreateMatchmakingConfigurationOutcome> CreateMatchmakingConfigurationOutcomeCallable;
typedef std::future<CreateMatchmakingRuleSetOutcome> CreateMatchmakingRuleSetOutcomeCallable;
typedef std::future<CreatePlayerSessionOutcome> CreatePlayerSessionOutcomeCallable;
typedef std::future<CreatePlayerSessionsOutcome> CreatePlayerSessionsOutcomeCallable;
typedef std::future<CreateScriptOutcome> CreateScriptOutcomeCallable;
typedef std::future<CreateVpcPeeringAuthorizationOutcome> CreateVpcPeeringAuthorizationOutcomeCallable;
typedef std::future<CreateVpcPeeringConnectionOutcome> CreateVpcPeeringConnectionOutcomeCallable;
typedef std::future<DeleteAliasOutcome> DeleteAliasOutcomeCallable;
typedef std::future<DeleteBuildOutcome> DeleteBuildOutcomeCallable;
typedef std::future<DeleteFleetOutcome> DeleteFleetOutcomeCallable;
typedef std::future<DeleteGameServerGroupOutcome> DeleteGameServerGroupOutcomeCallable;
typedef std::future<DeleteGameSessionQueueOutcome> DeleteGameSessionQueueOutcomeCallable;
typedef std::future<DeleteMatchmakingConfigurationOutcome> DeleteMatchmakingConfigurationOutcomeCallable;
typedef std::future<DeleteMatchmakingRuleSetOutcome> DeleteMatchmakingRuleSetOutcomeCallable;
typedef std::future<DeleteScalingPolicyOutcome> DeleteScalingPolicyOutcomeCallable;
typedef std::future<DeleteScriptOutcome> DeleteScriptOutcomeCallable;
typedef std::future<DeleteVpcPeeringAuthorizationOutcome> DeleteVpcPeeringAuthorizationOutcomeCallable;
typedef std::future<DeleteVpcPeeringConnectionOutcome> DeleteVpcPeeringConnectionOutcomeCallable;
typedef std::future<DeregisterGameServerOutcome> DeregisterGameServerOutcomeCallable;
typedef std::future<DescribeAliasOutcome> DescribeAliasOutcomeCallable;
typedef std::future<DescribeBuildOutcome> DescribeBuildOutcomeCallable;
typedef std::future<DescribeEC2InstanceLimitsOutcome> DescribeEC2InstanceLimitsOutcomeCallable;
typedef std::future<DescribeFleetAttributesOutcome> DescribeFleetAttributesOutcomeCallable;
typedef std::future<DescribeFleetCapacityOutcome> DescribeFleetCapacityOutcomeCallable;
typedef std::future<DescribeFleetEventsOutcome> DescribeFleetEventsOutcomeCallable;
typedef std::future<DescribeFleetPortSettingsOutcome> DescribeFleetPortSettingsOutcomeCallable;
typedef std::future<DescribeFleetUtilizationOutcome> DescribeFleetUtilizationOutcomeCallable;
typedef std::future<DescribeGameServerOutcome> DescribeGameServerOutcomeCallable;
typedef std::future<DescribeGameServerGroupOutcome> DescribeGameServerGroupOutcomeCallable;
typedef std::future<DescribeGameSessionDetailsOutcome> DescribeGameSessionDetailsOutcomeCallable;
typedef std::future<DescribeGameSessionPlacementOutcome> DescribeGameSessionPlacementOutcomeCallable;
typedef std::future<DescribeGameSessionQueuesOutcome> DescribeGameSessionQueuesOutcomeCallable;
typedef std::future<DescribeGameSessionsOutcome> DescribeGameSessionsOutcomeCallable;
typedef std::future<DescribeInstancesOutcome> DescribeInstancesOutcomeCallable;
typedef std::future<DescribeMatchmakingOutcome> DescribeMatchmakingOutcomeCallable;
typedef std::future<DescribeMatchmakingConfigurationsOutcome> DescribeMatchmakingConfigurationsOutcomeCallable;
typedef std::future<DescribeMatchmakingRuleSetsOutcome> DescribeMatchmakingRuleSetsOutcomeCallable;
typedef std::future<DescribePlayerSessionsOutcome> DescribePlayerSessionsOutcomeCallable;
typedef std::future<DescribeRuntimeConfigurationOutcome> DescribeRuntimeConfigurationOutcomeCallable;
typedef std::future<DescribeScalingPoliciesOutcome> DescribeScalingPoliciesOutcomeCallable;
typedef std::future<DescribeScriptOutcome> DescribeScriptOutcomeCallable;
typedef std::future<DescribeVpcPeeringAuthorizationsOutcome> DescribeVpcPeeringAuthorizationsOutcomeCallable;
typedef std::future<DescribeVpcPeeringConnectionsOutcome> DescribeVpcPeeringConnectionsOutcomeCallable;
typedef std::future<GetGameSessionLogUrlOutcome> GetGameSessionLogUrlOutcomeCallable;
typedef std::future<GetInstanceAccessOutcome> GetInstanceAccessOutcomeCallable;
typedef std::future<ListAliasesOutcome> ListAliasesOutcomeCallable;
typedef std::future<ListBuildsOutcome> ListBuildsOutcomeCallable;
typedef std::future<ListFleetsOutcome> ListFleetsOutcomeCallable;
typedef std::future<ListGameServerGroupsOutcome> ListGameServerGroupsOutcomeCallable;
typedef std::future<ListGameServersOutcome> ListGameServersOutcomeCallable;
typedef std::future<ListScriptsOutcome> ListScriptsOutcomeCallable;
typedef std::future<ListTagsForResourceOutcome> ListTagsForResourceOutcomeCallable;
typedef std::future<PutScalingPolicyOutcome> PutScalingPolicyOutcomeCallable;
typedef std::future<RegisterGameServerOutcome> RegisterGameServerOutcomeCallable;
typedef std::future<RequestUploadCredentialsOutcome> RequestUploadCredentialsOutcomeCallable;
typedef std::future<ResolveAliasOutcome> ResolveAliasOutcomeCallable;
typedef std::future<ResumeGameServerGroupOutcome> ResumeGameServerGroupOutcomeCallable;
typedef std::future<SearchGameSessionsOutcome> SearchGameSessionsOutcomeCallable;
typedef std::future<StartFleetActionsOutcome> StartFleetActionsOutcomeCallable;
typedef std::future<StartGameSessionPlacementOutcome> StartGameSessionPlacementOutcomeCallable;
typedef std::future<StartMatchBackfillOutcome> StartMatchBackfillOutcomeCallable;
typedef std::future<StartMatchmakingOutcome> StartMatchmakingOutcomeCallable;
typedef std::future<StopFleetActionsOutcome> StopFleetActionsOutcomeCallable;
typedef std::future<StopGameSessionPlacementOutcome> StopGameSessionPlacementOutcomeCallable;
typedef std::future<StopMatchmakingOutcome> StopMatchmakingOutcomeCallable;
typedef std::future<SuspendGameServerGroupOutcome> SuspendGameServerGroupOutcomeCallable;
typedef std::future<TagResourceOutcome> TagResourceOutcomeCallable;
typedef std::future<UntagResourceOutcome> UntagResourceOutcomeCallable;
typedef std::future<UpdateAliasOutcome> UpdateAliasOutcomeCallable;
typedef std::future<UpdateBuildOutcome> UpdateBuildOutcomeCallable;
typedef std::future<UpdateFleetAttributesOutcome> UpdateFleetAttributesOutcomeCallable;
typedef std::future<UpdateFleetCapacityOutcome> UpdateFleetCapacityOutcomeCallable;
typedef std::future<UpdateFleetPortSettingsOutcome> UpdateFleetPortSettingsOutcomeCallable;
typedef std::future<UpdateGameServerOutcome> UpdateGameServerOutcomeCallable;
typedef std::future<UpdateGameServerGroupOutcome> UpdateGameServerGroupOutcomeCallable;
typedef std::future<UpdateGameSessionOutcome> UpdateGameSessionOutcomeCallable;
typedef std::future<UpdateGameSessionQueueOutcome> UpdateGameSessionQueueOutcomeCallable;
typedef std::future<UpdateMatchmakingConfigurationOutcome> UpdateMatchmakingConfigurationOutcomeCallable;
typedef std::future<UpdateRuntimeConfigurationOutcome> UpdateRuntimeConfigurationOutcomeCallable;
typedef std::future<UpdateScriptOutcome> UpdateScriptOutcomeCallable;
typedef std::future<ValidateMatchmakingRuleSetOutcome> ValidateMatchmakingRuleSetOutcomeCallable;
} // namespace Model
class GameLiftClient;
typedef std::function<void(const GameLiftClient*, const Model::AcceptMatchRequest&, const Model::AcceptMatchOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > AcceptMatchResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ClaimGameServerRequest&, const Model::ClaimGameServerOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ClaimGameServerResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateAliasRequest&, const Model::CreateAliasOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateAliasResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateBuildRequest&, const Model::CreateBuildOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateBuildResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateFleetRequest&, const Model::CreateFleetOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateFleetResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateGameServerGroupRequest&, const Model::CreateGameServerGroupOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateGameServerGroupResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateGameSessionRequest&, const Model::CreateGameSessionOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateGameSessionResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateGameSessionQueueRequest&, const Model::CreateGameSessionQueueOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateGameSessionQueueResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateMatchmakingConfigurationRequest&, const Model::CreateMatchmakingConfigurationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateMatchmakingConfigurationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateMatchmakingRuleSetRequest&, const Model::CreateMatchmakingRuleSetOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateMatchmakingRuleSetResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreatePlayerSessionRequest&, const Model::CreatePlayerSessionOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreatePlayerSessionResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreatePlayerSessionsRequest&, const Model::CreatePlayerSessionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreatePlayerSessionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateScriptRequest&, const Model::CreateScriptOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateScriptResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateVpcPeeringAuthorizationRequest&, const Model::CreateVpcPeeringAuthorizationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateVpcPeeringAuthorizationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::CreateVpcPeeringConnectionRequest&, const Model::CreateVpcPeeringConnectionOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > CreateVpcPeeringConnectionResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteAliasRequest&, const Model::DeleteAliasOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteAliasResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteBuildRequest&, const Model::DeleteBuildOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteBuildResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteFleetRequest&, const Model::DeleteFleetOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteFleetResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteGameServerGroupRequest&, const Model::DeleteGameServerGroupOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteGameServerGroupResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteGameSessionQueueRequest&, const Model::DeleteGameSessionQueueOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteGameSessionQueueResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteMatchmakingConfigurationRequest&, const Model::DeleteMatchmakingConfigurationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteMatchmakingConfigurationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteMatchmakingRuleSetRequest&, const Model::DeleteMatchmakingRuleSetOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteMatchmakingRuleSetResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteScalingPolicyRequest&, const Model::DeleteScalingPolicyOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteScalingPolicyResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteScriptRequest&, const Model::DeleteScriptOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteScriptResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteVpcPeeringAuthorizationRequest&, const Model::DeleteVpcPeeringAuthorizationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteVpcPeeringAuthorizationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeleteVpcPeeringConnectionRequest&, const Model::DeleteVpcPeeringConnectionOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeleteVpcPeeringConnectionResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DeregisterGameServerRequest&, const Model::DeregisterGameServerOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DeregisterGameServerResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeAliasRequest&, const Model::DescribeAliasOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeAliasResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeBuildRequest&, const Model::DescribeBuildOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeBuildResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeEC2InstanceLimitsRequest&, const Model::DescribeEC2InstanceLimitsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeEC2InstanceLimitsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeFleetAttributesRequest&, const Model::DescribeFleetAttributesOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeFleetAttributesResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeFleetCapacityRequest&, const Model::DescribeFleetCapacityOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeFleetCapacityResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeFleetEventsRequest&, const Model::DescribeFleetEventsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeFleetEventsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeFleetPortSettingsRequest&, const Model::DescribeFleetPortSettingsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeFleetPortSettingsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeFleetUtilizationRequest&, const Model::DescribeFleetUtilizationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeFleetUtilizationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeGameServerRequest&, const Model::DescribeGameServerOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeGameServerResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeGameServerGroupRequest&, const Model::DescribeGameServerGroupOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeGameServerGroupResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeGameSessionDetailsRequest&, const Model::DescribeGameSessionDetailsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeGameSessionDetailsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeGameSessionPlacementRequest&, const Model::DescribeGameSessionPlacementOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeGameSessionPlacementResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeGameSessionQueuesRequest&, const Model::DescribeGameSessionQueuesOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeGameSessionQueuesResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeGameSessionsRequest&, const Model::DescribeGameSessionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeGameSessionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeInstancesRequest&, const Model::DescribeInstancesOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeInstancesResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeMatchmakingRequest&, const Model::DescribeMatchmakingOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeMatchmakingResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeMatchmakingConfigurationsRequest&, const Model::DescribeMatchmakingConfigurationsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeMatchmakingConfigurationsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeMatchmakingRuleSetsRequest&, const Model::DescribeMatchmakingRuleSetsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeMatchmakingRuleSetsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribePlayerSessionsRequest&, const Model::DescribePlayerSessionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribePlayerSessionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeRuntimeConfigurationRequest&, const Model::DescribeRuntimeConfigurationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeRuntimeConfigurationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeScalingPoliciesRequest&, const Model::DescribeScalingPoliciesOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeScalingPoliciesResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeScriptRequest&, const Model::DescribeScriptOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeScriptResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeVpcPeeringAuthorizationsRequest&, const Model::DescribeVpcPeeringAuthorizationsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeVpcPeeringAuthorizationsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::DescribeVpcPeeringConnectionsRequest&, const Model::DescribeVpcPeeringConnectionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > DescribeVpcPeeringConnectionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::GetGameSessionLogUrlRequest&, const Model::GetGameSessionLogUrlOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > GetGameSessionLogUrlResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::GetInstanceAccessRequest&, const Model::GetInstanceAccessOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > GetInstanceAccessResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListAliasesRequest&, const Model::ListAliasesOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListAliasesResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListBuildsRequest&, const Model::ListBuildsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListBuildsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListFleetsRequest&, const Model::ListFleetsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListFleetsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListGameServerGroupsRequest&, const Model::ListGameServerGroupsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListGameServerGroupsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListGameServersRequest&, const Model::ListGameServersOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListGameServersResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListScriptsRequest&, const Model::ListScriptsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListScriptsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ListTagsForResourceRequest&, const Model::ListTagsForResourceOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ListTagsForResourceResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::PutScalingPolicyRequest&, const Model::PutScalingPolicyOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > PutScalingPolicyResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::RegisterGameServerRequest&, const Model::RegisterGameServerOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > RegisterGameServerResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::RequestUploadCredentialsRequest&, const Model::RequestUploadCredentialsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > RequestUploadCredentialsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ResolveAliasRequest&, const Model::ResolveAliasOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ResolveAliasResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ResumeGameServerGroupRequest&, const Model::ResumeGameServerGroupOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ResumeGameServerGroupResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::SearchGameSessionsRequest&, const Model::SearchGameSessionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > SearchGameSessionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StartFleetActionsRequest&, const Model::StartFleetActionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StartFleetActionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StartGameSessionPlacementRequest&, const Model::StartGameSessionPlacementOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StartGameSessionPlacementResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StartMatchBackfillRequest&, const Model::StartMatchBackfillOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StartMatchBackfillResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StartMatchmakingRequest&, const Model::StartMatchmakingOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StartMatchmakingResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StopFleetActionsRequest&, const Model::StopFleetActionsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StopFleetActionsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StopGameSessionPlacementRequest&, const Model::StopGameSessionPlacementOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StopGameSessionPlacementResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::StopMatchmakingRequest&, const Model::StopMatchmakingOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > StopMatchmakingResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::SuspendGameServerGroupRequest&, const Model::SuspendGameServerGroupOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > SuspendGameServerGroupResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::TagResourceRequest&, const Model::TagResourceOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > TagResourceResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UntagResourceRequest&, const Model::UntagResourceOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UntagResourceResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateAliasRequest&, const Model::UpdateAliasOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateAliasResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateBuildRequest&, const Model::UpdateBuildOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateBuildResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateFleetAttributesRequest&, const Model::UpdateFleetAttributesOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateFleetAttributesResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateFleetCapacityRequest&, const Model::UpdateFleetCapacityOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateFleetCapacityResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateFleetPortSettingsRequest&, const Model::UpdateFleetPortSettingsOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateFleetPortSettingsResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateGameServerRequest&, const Model::UpdateGameServerOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateGameServerResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateGameServerGroupRequest&, const Model::UpdateGameServerGroupOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateGameServerGroupResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateGameSessionRequest&, const Model::UpdateGameSessionOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateGameSessionResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateGameSessionQueueRequest&, const Model::UpdateGameSessionQueueOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateGameSessionQueueResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateMatchmakingConfigurationRequest&, const Model::UpdateMatchmakingConfigurationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateMatchmakingConfigurationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateRuntimeConfigurationRequest&, const Model::UpdateRuntimeConfigurationOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateRuntimeConfigurationResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::UpdateScriptRequest&, const Model::UpdateScriptOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > UpdateScriptResponseReceivedHandler;
typedef std::function<void(const GameLiftClient*, const Model::ValidateMatchmakingRuleSetRequest&, const Model::ValidateMatchmakingRuleSetOutcome&, const std::shared_ptr<const Aws::Client::AsyncCallerContext>&) > ValidateMatchmakingRuleSetResponseReceivedHandler;
/**
* <fullname>Amazon GameLift Service</fullname> <p> Amazon GameLift provides a
* range of multiplayer game hosting solutions. As a fully managed service,
* GameLift helps you:</p> <ul> <li> <p>Set up EC2-based computing resources and
* use GameLift FleetIQ to and deploy your game servers on low-cost, reliable Spot
* instances.</p> </li> <li> <p>Track game server availability and route players
* into game sessions to minimize latency.</p> </li> <li> <p>Automatically scale
* your resources to meet player demand and manage costs</p> </li> <li>
* <p>Optionally add FlexMatch matchmaking.</p> </li> </ul> <p>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.</p> <p> <b>Now in Public
* Preview:</b> </p> <p>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.</p> <p> <b>Get
* Amazon GameLift Tools and Resources</b> </p> <p>This reference guide describes
* the low-level service API for Amazon GameLift and provides links to
* language-specific SDK reference topics. See also <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html">
* Amazon GameLift Tools and Resources</a>.</p> <p> <b>API Summary</b> </p> <p>The
* Amazon GameLift service API includes two key sets of actions:</p> <ul> <li>
* <p>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.</p> </li> <li> <p>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.</p> </li> </ul> <p> <b> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html">
* Task-based list of API actions</a> </b> </p>
*/
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<Aws::Auth::AWSCredentialsProvider>& credentialsProvider,
const Aws::Client::ClientConfiguration& clientConfiguration = Aws::Client::ClientConfiguration());
virtual ~GameLiftClient();
/**
* <p>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. </p> <p>When FlexMatch builds a
* match, all the matchmaking tickets involved in the proposed match are placed
* into status <code>REQUIRES_ACCEPTANCE</code>. 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.</p> <p>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 <code>PLACING</code>, where a new game session is
* created for the match. </p> <p>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 <code>SEARCHING</code> to find a new match. For tickets where one or
* more players failed to respond, the ticket status is set to
* <code>CANCELLED</code>, and processing is terminated. A new matchmaking request
* for these players can be submitted as needed. </p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-events.html">
* FlexMatch Events Reference</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a> </p>
* </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p> <a>AcceptMatch</a>
* </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch">AWS
* API Reference</a></p>
*/
virtual Model::AcceptMatchOutcome AcceptMatch(const Model::AcceptMatchRequest& request) const;
/**
* <p>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. </p> <p>When FlexMatch builds a
* match, all the matchmaking tickets involved in the proposed match are placed
* into status <code>REQUIRES_ACCEPTANCE</code>. 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.</p> <p>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 <code>PLACING</code>, where a new game session is
* created for the match. </p> <p>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 <code>SEARCHING</code> to find a new match. For tickets where one or
* more players failed to respond, the ticket status is set to
* <code>CANCELLED</code>, and processing is terminated. A new matchmaking request
* for these players can be submitted as needed. </p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-events.html">
* FlexMatch Events Reference</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a> </p>
* </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p> <a>AcceptMatch</a>
* </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>When FlexMatch builds a
* match, all the matchmaking tickets involved in the proposed match are placed
* into status <code>REQUIRES_ACCEPTANCE</code>. 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.</p> <p>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 <code>PLACING</code>, where a new game session is
* created for the match. </p> <p>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 <code>SEARCHING</code> to find a new match. For tickets where one or
* more players failed to respond, the ticket status is set to
* <code>CANCELLED</code>, and processing is terminated. A new matchmaking request
* for these players can be submitted as needed. </p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-events.html">
* FlexMatch Events Reference</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a> </p>
* </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p> <a>AcceptMatch</a>
* </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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. </p> <p>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. </p> <p>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 <a>UpdateGameServer</a>). 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.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer">AWS
* API Reference</a></p>
*/
virtual Model::ClaimGameServerOutcome ClaimGameServer(const Model::ClaimGameServerRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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. </p> <p>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. </p> <p>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 <a>UpdateGameServer</a>). 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.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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. </p> <p>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. </p> <p>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 <a>UpdateGameServer</a>). 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.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>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. </p> <p>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 <code>UpdateAlias</code>.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias">AWS
* API Reference</a></p>
*/
virtual Model::CreateAliasOutcome CreateAlias(const Model::CreateAliasRequest& request) const;
/**
* <p>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. </p> <p>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. </p> <p>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 <code>UpdateAlias</code>.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>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. </p> <p>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 <code>UpdateAlias</code>.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>When setting up a new game build for GameLift, we
* recommend using the AWS CLI command <b> <a
* href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
* </b>. 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. </p> <p>The <code>CreateBuild</code> operation can
* used in the following scenarios:</p> <ul> <li> <p>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 <code>CreateBuild</code> and specify
* a build name, operating system, and the S3 storage location of your game
* build.</p> </li> <li> <p>To directly upload your build files to a GameLift S3
* location. To use this option, first call <code>CreateBuild</code> 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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html">Uploading
* Objects</a> in the <i>Amazon S3 Developer Guide</i>. Build files can be uploaded
* to the GameLift S3 location once only; that can't be updated. </p> </li> </ul>
* <p>If successful, this operation creates a new build resource with a unique
* build ID and places it in <code>INITIALIZED</code> status. A build must be in
* <code>READY</code> status before you can create fleets with it.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">Uploading
* Your Game</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in Amazon S3</a> </p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p>
* </li> <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p>
* </li> <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild">AWS
* API Reference</a></p>
*/
virtual Model::CreateBuildOutcome CreateBuild(const Model::CreateBuildRequest& request) const;
/**
* <p>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. </p> <p>When setting up a new game build for GameLift, we
* recommend using the AWS CLI command <b> <a
* href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
* </b>. 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. </p> <p>The <code>CreateBuild</code> operation can
* used in the following scenarios:</p> <ul> <li> <p>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 <code>CreateBuild</code> and specify
* a build name, operating system, and the S3 storage location of your game
* build.</p> </li> <li> <p>To directly upload your build files to a GameLift S3
* location. To use this option, first call <code>CreateBuild</code> 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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html">Uploading
* Objects</a> in the <i>Amazon S3 Developer Guide</i>. Build files can be uploaded
* to the GameLift S3 location once only; that can't be updated. </p> </li> </ul>
* <p>If successful, this operation creates a new build resource with a unique
* build ID and places it in <code>INITIALIZED</code> status. A build must be in
* <code>READY</code> status before you can create fleets with it.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">Uploading
* Your Game</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in Amazon S3</a> </p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p>
* </li> <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p>
* </li> <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>When setting up a new game build for GameLift, we
* recommend using the AWS CLI command <b> <a
* href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
* </b>. 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. </p> <p>The <code>CreateBuild</code> operation can
* used in the following scenarios:</p> <ul> <li> <p>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 <code>CreateBuild</code> and specify
* a build name, operating system, and the S3 storage location of your game
* build.</p> </li> <li> <p>To directly upload your build files to a GameLift S3
* location. To use this option, first call <code>CreateBuild</code> 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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html">Uploading
* Objects</a> in the <i>Amazon S3 Developer Guide</i>. Build files can be uploaded
* to the GameLift S3 location once only; that can't be updated. </p> </li> </ul>
* <p>If successful, this operation creates a new build resource with a unique
* build ID and places it in <code>INITIALIZED</code> status. A build must be in
* <code>READY</code> status before you can create fleets with it.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">Uploading
* Your Game</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in Amazon S3</a> </p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p>
* </li> <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p>
* </li> <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>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. </p> <p>If the <code>CreateFleet</code> 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:</p> <ul> <li>
* <p>Creates a fleet resource. Status: <code>NEW</code>.</p> </li> <li> <p>Begins
* writing events to the fleet event log, which can be accessed in the Amazon
* GameLift console.</p> </li> <li> <p>Sets the fleet's target capacity to 1
* (desired instances), which triggers Amazon GameLift to start one new EC2
* instance.</p> </li> <li> <p>Downloads the game build or Realtime script to the
* new instance and installs it. Statuses: <code>DOWNLOADING</code>,
* <code>VALIDATING</code>, <code>BUILDING</code>. </p> </li> <li> <p>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: <code>ACTIVATING</code>.</p> </li> <li> <p>Sets
* the fleet's status to <code>ACTIVE</code> as soon as one server process is ready
* to host a game session.</p> </li> </ul> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* Up Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug
* Fleet Creation Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet">AWS
* API Reference</a></p>
*/
virtual Model::CreateFleetOutcome CreateFleet(const Model::CreateFleetRequest& request) const;
/**
* <p>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. </p> <p>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. </p> <p>If the <code>CreateFleet</code> 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:</p> <ul> <li>
* <p>Creates a fleet resource. Status: <code>NEW</code>.</p> </li> <li> <p>Begins
* writing events to the fleet event log, which can be accessed in the Amazon
* GameLift console.</p> </li> <li> <p>Sets the fleet's target capacity to 1
* (desired instances), which triggers Amazon GameLift to start one new EC2
* instance.</p> </li> <li> <p>Downloads the game build or Realtime script to the
* new instance and installs it. Statuses: <code>DOWNLOADING</code>,
* <code>VALIDATING</code>, <code>BUILDING</code>. </p> </li> <li> <p>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: <code>ACTIVATING</code>.</p> </li> <li> <p>Sets
* the fleet's status to <code>ACTIVE</code> as soon as one server process is ready
* to host a game session.</p> </li> </ul> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* Up Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug
* Fleet Creation Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>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. </p> <p>If the <code>CreateFleet</code> 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:</p> <ul> <li>
* <p>Creates a fleet resource. Status: <code>NEW</code>.</p> </li> <li> <p>Begins
* writing events to the fleet event log, which can be accessed in the Amazon
* GameLift console.</p> </li> <li> <p>Sets the fleet's target capacity to 1
* (desired instances), which triggers Amazon GameLift to start one new EC2
* instance.</p> </li> <li> <p>Downloads the game build or Realtime script to the
* new instance and installs it. Statuses: <code>DOWNLOADING</code>,
* <code>VALIDATING</code>, <code>BUILDING</code>. </p> </li> <li> <p>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: <code>ACTIVATING</code>.</p> </li> <li> <p>Sets
* the fleet's status to <code>ACTIVE</code> as soon as one server process is ready
* to host a game session.</p> </li> </ul> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* Up Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug
* Fleet Creation Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.</p> <p>Prior creating a new
* game server group, you must set up the following: </p> <ul> <li> <p>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 <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html">
* Launching an Instance from a Launch Template</a> in the <i>Amazon EC2 User
* Guide</i>. </p> </li> <li> <p>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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-bucket-user-policy-specifying-principal-intro.html">
* Specifying a Principal in a Policy</a> in the <i>Amazon S3 Developer
* Guide</i>.</p> </li> </ul> <p>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.</p>
* <p>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.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html">Updating
* a GameLift FleetIQ-Linked Auto Scaling Group</a> </p> <p> <b>Related
* operations</b> </p> <ul> <li> <p> <a>CreateGameServerGroup</a> </p> </li> <li>
* <p> <a>ListGameServerGroups</a> </p> </li> <li> <p>
* <a>DescribeGameServerGroup</a> </p> </li> <li> <p> <a>UpdateGameServerGroup</a>
* </p> </li> <li> <p> <a>DeleteGameServerGroup</a> </p> </li> <li> <p>
* <a>ResumeGameServerGroup</a> </p> </li> <li> <p> <a>SuspendGameServerGroup</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::CreateGameServerGroupOutcome CreateGameServerGroup(const Model::CreateGameServerGroupRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.</p> <p>Prior creating a new
* game server group, you must set up the following: </p> <ul> <li> <p>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 <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html">
* Launching an Instance from a Launch Template</a> in the <i>Amazon EC2 User
* Guide</i>. </p> </li> <li> <p>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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-bucket-user-policy-specifying-principal-intro.html">
* Specifying a Principal in a Policy</a> in the <i>Amazon S3 Developer
* Guide</i>.</p> </li> </ul> <p>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.</p>
* <p>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.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html">Updating
* a GameLift FleetIQ-Linked Auto Scaling Group</a> </p> <p> <b>Related
* operations</b> </p> <ul> <li> <p> <a>CreateGameServerGroup</a> </p> </li> <li>
* <p> <a>ListGameServerGroups</a> </p> </li> <li> <p>
* <a>DescribeGameServerGroup</a> </p> </li> <li> <p> <a>UpdateGameServerGroup</a>
* </p> </li> <li> <p> <a>DeleteGameServerGroup</a> </p> </li> <li> <p>
* <a>ResumeGameServerGroup</a> </p> </li> <li> <p> <a>SuspendGameServerGroup</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.</p> <p>Prior creating a new
* game server group, you must set up the following: </p> <ul> <li> <p>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 <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html">
* Launching an Instance from a Launch Template</a> in the <i>Amazon EC2 User
* Guide</i>. </p> </li> <li> <p>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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-bucket-user-policy-specifying-principal-intro.html">
* Specifying a Principal in a Policy</a> in the <i>Amazon S3 Developer
* Guide</i>.</p> </li> </ul> <p>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.</p>
* <p>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.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html">Updating
* a GameLift FleetIQ-Linked Auto Scaling Group</a> </p> <p> <b>Related
* operations</b> </p> <ul> <li> <p> <a>CreateGameServerGroup</a> </p> </li> <li>
* <p> <a>ListGameServerGroups</a> </p> </li> <li> <p>
* <a>DescribeGameServerGroup</a> </p> </li> <li> <p> <a>UpdateGameServerGroup</a>
* </p> </li> <li> <p> <a>DeleteGameServerGroup</a> </p> </li> <li> <p>
* <a>ResumeGameServerGroup</a> </p> </li> <li> <p> <a>SuspendGameServerGroup</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <code>ACTIVE</code> status before a
* game session can be created in it.</p> <p>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 <a>GameSession</a> object is returned
* containing the game session properties and other settings you specified.</p> <p>
* <b>Idempotency tokens.</b> 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.</p> <p>
* <b>Resource creation limits.</b> 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.</p> <p> <b>Player acceptance policy.</b> By default,
* newly created game sessions are open to new players. You can restrict new player
* access by using <a>UpdateGameSession</a> to change the game session's player
* session creation policy.</p> <p> <b>Game session logs.</b> Logs are retained for
* all active game sessions for 14 days. To access the logs, call
* <a>GetGameSessionLogUrl</a> to download the log files.</p> <p> <i>Available in
* Amazon GameLift Local.</i> </p> <ul> <li> <p> <a>CreateGameSession</a> </p>
* </li> <li> <p> <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession">AWS
* API Reference</a></p>
*/
virtual Model::CreateGameSessionOutcome CreateGameSession(const Model::CreateGameSessionRequest& request) const;
/**
* <p>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 <code>ACTIVE</code> status before a
* game session can be created in it.</p> <p>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 <a>GameSession</a> object is returned
* containing the game session properties and other settings you specified.</p> <p>
* <b>Idempotency tokens.</b> 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.</p> <p>
* <b>Resource creation limits.</b> 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.</p> <p> <b>Player acceptance policy.</b> By default,
* newly created game sessions are open to new players. You can restrict new player
* access by using <a>UpdateGameSession</a> to change the game session's player
* session creation policy.</p> <p> <b>Game session logs.</b> Logs are retained for
* all active game sessions for 14 days. To access the logs, call
* <a>GetGameSessionLogUrl</a> to download the log files.</p> <p> <i>Available in
* Amazon GameLift Local.</i> </p> <ul> <li> <p> <a>CreateGameSession</a> </p>
* </li> <li> <p> <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <code>ACTIVE</code> status before a
* game session can be created in it.</p> <p>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 <a>GameSession</a> object is returned
* containing the game session properties and other settings you specified.</p> <p>
* <b>Idempotency tokens.</b> 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.</p> <p>
* <b>Resource creation limits.</b> 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.</p> <p> <b>Player acceptance policy.</b> By default,
* newly created game sessions are open to new players. You can restrict new player
* access by using <a>UpdateGameSession</a> to change the game session's player
* session creation policy.</p> <p> <b>Game session logs.</b> Logs are retained for
* all active game sessions for 14 days. To access the logs, call
* <a>GetGameSessionLogUrl</a> to download the log files.</p> <p> <i>Available in
* Amazon GameLift Local.</i> </p> <ul> <li> <p> <a>CreateGameSession</a> </p>
* </li> <li> <p> <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <a>StartGameSessionPlacement</a> and reference the queue name.</p> <p>
* <b>Destination order.</b> 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.</p> <p> <b>Player latency policies.</b> 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. </p> <p>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.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html">
* Design a Game Session Queue</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html">
* Create a Game Session Queue</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue">AWS
* API Reference</a></p>
*/
virtual Model::CreateGameSessionQueueOutcome CreateGameSessionQueue(const Model::CreateGameSessionQueueRequest& request) const;
/**
* <p>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
* <a>StartGameSessionPlacement</a> and reference the queue name.</p> <p>
* <b>Destination order.</b> 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.</p> <p> <b>Player latency policies.</b> 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. </p> <p>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.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html">
* Design a Game Session Queue</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html">
* Create a Game Session Queue</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <a>StartGameSessionPlacement</a> and reference the queue name.</p> <p>
* <b>Destination order.</b> 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.</p> <p> <b>Player latency policies.</b> 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. </p> <p>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.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html">
* Design a Game Session Queue</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html">
* Create a Game Session Queue</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 (<a>StartMatchmaking</a>
* or <a>StartMatchBackfill</a>) specifies a configuration for the match and
* provides player attributes to support the configuration being used. </p> <p>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.</p>
* <p>There are two ways to track the progress of matchmaking tickets: (1) polling
* ticket status with <a>DescribeMatchmaking</a>; 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 <code>DescribeMatchmaking</code> if no
* notifications are received within 30 seconds.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">
* Design a FlexMatch Matchmaker</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Setting up Notifications for Matchmaking</a> </p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::CreateMatchmakingConfigurationOutcome CreateMatchmakingConfiguration(const Model::CreateMatchmakingConfigurationRequest& request) const;
/**
* <p>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 (<a>StartMatchmaking</a>
* or <a>StartMatchBackfill</a>) specifies a configuration for the match and
* provides player attributes to support the configuration being used. </p> <p>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.</p>
* <p>There are two ways to track the progress of matchmaking tickets: (1) polling
* ticket status with <a>DescribeMatchmaking</a>; 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 <code>DescribeMatchmaking</code> if no
* notifications are received within 30 seconds.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">
* Design a FlexMatch Matchmaker</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Setting up Notifications for Matchmaking</a> </p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 (<a>StartMatchmaking</a>
* or <a>StartMatchBackfill</a>) specifies a configuration for the match and
* provides player attributes to support the configuration being used. </p> <p>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.</p>
* <p>There are two ways to track the progress of matchmaking tickets: (1) polling
* ticket status with <a>DescribeMatchmaking</a>; 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 <code>DescribeMatchmaking</code> if no
* notifications are received within 30 seconds.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">
* Design a FlexMatch Matchmaker</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Setting up Notifications for Matchmaking</a> </p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>MatchmakingConfiguration</a>. </p>
* <p>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.</p> <p>Since matchmaking rule sets
* cannot be edited, it is a good idea to check the rule set syntax using
* <a>ValidateMatchmakingRuleSet</a> before creating a new rule set.</p> <p>
* <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">Design
* a Matchmaker</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html">Matchmaking
* with FlexMatch</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet">AWS
* API Reference</a></p>
*/
virtual Model::CreateMatchmakingRuleSetOutcome CreateMatchmakingRuleSet(const Model::CreateMatchmakingRuleSetRequest& request) const;
/**
* <p>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 <a>MatchmakingConfiguration</a>. </p>
* <p>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.</p> <p>Since matchmaking rule sets
* cannot be edited, it is a good idea to check the rule set syntax using
* <a>ValidateMatchmakingRuleSet</a> before creating a new rule set.</p> <p>
* <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">Design
* a Matchmaker</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html">Matchmaking
* with FlexMatch</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>MatchmakingConfiguration</a>. </p>
* <p>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.</p> <p>Since matchmaking rule sets
* cannot be edited, it is a good idea to check the rule set syntax using
* <a>ValidateMatchmakingRuleSet</a> before creating a new rule set.</p> <p>
* <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">Design
* a Matchmaker</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html">Matchmaking
* with FlexMatch</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Reserves an open player slot in an active game session. Before a player can
* be added, a game session must have an <code>ACTIVE</code> status, have a
* creation policy of <code>ALLOW_ALL</code>, and have an open player slot. To add
* a group of players to a game session, use <a>CreatePlayerSessions</a>. 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.</p> <p>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 <a>PlayerSession</a>
* object is returned. Player sessions cannot be updated. </p> <p> <i>Available in
* Amazon GameLift Local.</i> </p> <ul> <li> <p> <a>CreatePlayerSession</a> </p>
* </li> <li> <p> <a>CreatePlayerSessions</a> </p> </li> <li> <p>
* <a>DescribePlayerSessions</a> </p> </li> <li> <p>Game session placements</p>
* <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession">AWS
* API Reference</a></p>
*/
virtual Model::CreatePlayerSessionOutcome CreatePlayerSession(const Model::CreatePlayerSessionRequest& request) const;
/**
* <p>Reserves an open player slot in an active game session. Before a player can
* be added, a game session must have an <code>ACTIVE</code> status, have a
* creation policy of <code>ALLOW_ALL</code>, and have an open player slot. To add
* a group of players to a game session, use <a>CreatePlayerSessions</a>. 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.</p> <p>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 <a>PlayerSession</a>
* object is returned. Player sessions cannot be updated. </p> <p> <i>Available in
* Amazon GameLift Local.</i> </p> <ul> <li> <p> <a>CreatePlayerSession</a> </p>
* </li> <li> <p> <a>CreatePlayerSessions</a> </p> </li> <li> <p>
* <a>DescribePlayerSessions</a> </p> </li> <li> <p>Game session placements</p>
* <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Reserves an open player slot in an active game session. Before a player can
* be added, a game session must have an <code>ACTIVE</code> status, have a
* creation policy of <code>ALLOW_ALL</code>, and have an open player slot. To add
* a group of players to a game session, use <a>CreatePlayerSessions</a>. 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.</p> <p>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 <a>PlayerSession</a>
* object is returned. Player sessions cannot be updated. </p> <p> <i>Available in
* Amazon GameLift Local.</i> </p> <ul> <li> <p> <a>CreatePlayerSession</a> </p>
* </li> <li> <p> <a>CreatePlayerSessions</a> </p> </li> <li> <p>
* <a>DescribePlayerSessions</a> </p> </li> <li> <p>Game session placements</p>
* <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Reserves open slots in a game session for a group of players. Before players
* can be added, a game session must have an <code>ACTIVE</code> status, have a
* creation policy of <code>ALLOW_ALL</code>, and have an open player slot. To add
* a single player to a game session, use <a>CreatePlayerSession</a>. 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.</p> <p>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 <a>PlayerSession</a> objects is returned. Player sessions cannot be
* updated.</p> <p> <i>Available in Amazon GameLift Local.</i> </p> <ul> <li> <p>
* <a>CreatePlayerSession</a> </p> </li> <li> <p> <a>CreatePlayerSessions</a> </p>
* </li> <li> <p> <a>DescribePlayerSessions</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions">AWS
* API Reference</a></p>
*/
virtual Model::CreatePlayerSessionsOutcome CreatePlayerSessions(const Model::CreatePlayerSessionsRequest& request) const;
/**
* <p>Reserves open slots in a game session for a group of players. Before players
* can be added, a game session must have an <code>ACTIVE</code> status, have a
* creation policy of <code>ALLOW_ALL</code>, and have an open player slot. To add
* a single player to a game session, use <a>CreatePlayerSession</a>. 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.</p> <p>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 <a>PlayerSession</a> objects is returned. Player sessions cannot be
* updated.</p> <p> <i>Available in Amazon GameLift Local.</i> </p> <ul> <li> <p>
* <a>CreatePlayerSession</a> </p> </li> <li> <p> <a>CreatePlayerSessions</a> </p>
* </li> <li> <p> <a>DescribePlayerSessions</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Reserves open slots in a game session for a group of players. Before players
* can be added, a game session must have an <code>ACTIVE</code> status, have a
* creation policy of <code>ALLOW_ALL</code>, and have an open player slot. To add
* a single player to a game session, use <a>CreatePlayerSession</a>. 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.</p> <p>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 <a>PlayerSession</a> objects is returned. Player sessions cannot be
* updated.</p> <p> <i>Available in Amazon GameLift Local.</i> </p> <ul> <li> <p>
* <a>CreatePlayerSession</a> </p> </li> <li> <p> <a>CreatePlayerSessions</a> </p>
* </li> <li> <p> <a>DescribePlayerSessions</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>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: </p> <ul> <li> <p>A locally available directory. Use the
* <i>ZipFile</i> parameter for this option.</p> </li> <li> <p>An Amazon Simple
* Storage Service (Amazon S3) bucket under your AWS account. Use the
* <i>StorageLocation</i> 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. </p> </li> </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set
* Up a Role for Amazon GameLift Access</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p>
* </li> <li> <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a>
* </p> </li> <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript">AWS
* API Reference</a></p>
*/
virtual Model::CreateScriptOutcome CreateScript(const Model::CreateScriptRequest& request) const;
/**
* <p>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. </p> <p>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: </p> <ul> <li> <p>A locally available directory. Use the
* <i>ZipFile</i> parameter for this option.</p> </li> <li> <p>An Amazon Simple
* Storage Service (Amazon S3) bucket under your AWS account. Use the
* <i>StorageLocation</i> 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. </p> </li> </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set
* Up a Role for Amazon GameLift Access</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p>
* </li> <li> <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a>
* </p> </li> <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>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: </p> <ul> <li> <p>A locally available directory. Use the
* <i>ZipFile</i> parameter for this option.</p> </li> <li> <p>An Amazon Simple
* Storage Service (Amazon S3) bucket under your AWS account. Use the
* <i>StorageLocation</i> 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. </p> </li> </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set
* Up a Role for Amazon GameLift Access</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p>
* </li> <li> <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a>
* </p> </li> <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <a>CreateVpcPeeringConnection</a> to establish the peering connection. For more
* information, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>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.</p> <p>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. </p> <p>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. </p>
* <p>The authorization remains valid for 24 hours unless it is canceled by a call
* to <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the peering
* connection while the authorization is valid. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization">AWS
* API Reference</a></p>
*/
virtual Model::CreateVpcPeeringAuthorizationOutcome CreateVpcPeeringAuthorization(const Model::CreateVpcPeeringAuthorizationRequest& request) const;
/**
* <p>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
* <a>CreateVpcPeeringConnection</a> to establish the peering connection. For more
* information, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>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.</p> <p>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. </p> <p>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. </p>
* <p>The authorization remains valid for 24 hours unless it is canceled by a call
* to <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the peering
* connection while the authorization is valid. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <a>CreateVpcPeeringConnection</a> to establish the peering connection. For more
* information, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>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.</p> <p>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. </p> <p>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. </p>
* <p>The authorization remains valid for 24 hours unless it is canceled by a call
* to <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the peering
* connection while the authorization is valid. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>Before calling this operation to
* establish the peering connection, you first need to call
* <a>CreateVpcPeeringAuthorization</a> 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. </p>
* <p>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
* <a>VpcPeeringConnection</a> request is created. You can use continuous polling
* to track the request's status using <a>DescribeVpcPeeringConnections</a>, or by
* monitoring fleet events for success or failure using <a>DescribeFleetEvents</a>.
* </p> <ul> <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection">AWS
* API Reference</a></p>
*/
virtual Model::CreateVpcPeeringConnectionOutcome CreateVpcPeeringConnection(const Model::CreateVpcPeeringConnectionRequest& request) const;
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>Before calling this operation to
* establish the peering connection, you first need to call
* <a>CreateVpcPeeringAuthorization</a> 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. </p>
* <p>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
* <a>VpcPeeringConnection</a> request is created. You can use continuous polling
* to track the request's status using <a>DescribeVpcPeeringConnections</a>, or by
* monitoring fleet events for success or failure using <a>DescribeFleetEvents</a>.
* </p> <ul> <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>Before calling this operation to
* establish the peering connection, you first need to call
* <a>CreateVpcPeeringAuthorization</a> 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. </p>
* <p>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
* <a>VpcPeeringConnection</a> request is created. You can use continuous polling
* to track the request's status using <a>DescribeVpcPeeringConnections</a>, or by
* monitoring fleet events for success or failure using <a>DescribeFleetEvents</a>.
* </p> <ul> <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias">AWS
* API Reference</a></p>
*/
virtual Model::DeleteAliasOutcome DeleteAlias(const Model::DeleteAliasRequest& request) const;
/**
* <p>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.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>To delete a build, specify the build ID. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild">AWS
* API Reference</a></p>
*/
virtual Model::DeleteBuildOutcome DeleteBuild(const Model::DeleteBuildRequest& request) const;
/**
* <p>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.</p> <p>To delete a build, specify the build ID. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>To delete a build, specify the build ID. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Deletes everything related to a fleet. Before deleting a fleet, you must set
* the fleet's desired capacity to zero. See <a>UpdateFleetCapacity</a>.</p> <p>If
* the fleet being deleted has a VPC peering connection, you first need to get a
* valid authorization (good for 24 hours) by calling
* <a>CreateVpcPeeringAuthorization</a>. You do not need to explicitly delete the
* VPC peering connection--this is done as part of the delete fleet process.</p>
* <p>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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet">AWS
* API Reference</a></p>
*/
virtual Model::DeleteFleetOutcome DeleteFleet(const Model::DeleteFleetRequest& request) const;
/**
* <p>Deletes everything related to a fleet. Before deleting a fleet, you must set
* the fleet's desired capacity to zero. See <a>UpdateFleetCapacity</a>.</p> <p>If
* the fleet being deleted has a VPC peering connection, you first need to get a
* valid authorization (good for 24 hours) by calling
* <a>CreateVpcPeeringAuthorization</a>. You do not need to explicitly delete the
* VPC peering connection--this is done as part of the delete fleet process.</p>
* <p>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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Deletes everything related to a fleet. Before deleting a fleet, you must set
* the fleet's desired capacity to zero. See <a>UpdateFleetCapacity</a>.</p> <p>If
* the fleet being deleted has a VPC peering connection, you first need to get a
* valid authorization (good for 24 hours) by calling
* <a>CreateVpcPeeringAuthorization</a>. You do not need to explicitly delete the
* VPC peering connection--this is done as part of the delete fleet process.</p>
* <p>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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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.</p> <p>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.</p>
* <p>GameLift FleetIQ emits delete events to Amazon CloudWatch.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::DeleteGameServerGroupOutcome DeleteGameServerGroup(const Model::DeleteGameServerGroupRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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.</p> <p>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.</p>
* <p>GameLift FleetIQ emits delete events to Amazon CloudWatch.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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.</p> <p>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.</p>
* <p>GameLift FleetIQ emits delete events to Amazon CloudWatch.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Deletes a game session queue. This action means that any
* <a>StartGameSessionPlacement</a> requests that reference this queue will fail.
* To delete a queue, specify the queue name.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue">AWS
* API Reference</a></p>
*/
virtual Model::DeleteGameSessionQueueOutcome DeleteGameSessionQueue(const Model::DeleteGameSessionQueueRequest& request) const;
/**
* <p>Deletes a game session queue. This action means that any
* <a>StartGameSessionPlacement</a> requests that reference this queue will fail.
* To delete a queue, specify the queue name.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Deletes a game session queue. This action means that any
* <a>StartGameSessionPlacement</a> requests that reference this queue will fail.
* To delete a queue, specify the queue name.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::DeleteMatchmakingConfigurationOutcome DeleteMatchmakingConfiguration(const Model::DeleteMatchmakingConfigurationRequest& request) const;
/**
* <p>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.</p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet">AWS
* API Reference</a></p>
*/
virtual Model::DeleteMatchmakingRuleSetOutcome DeleteMatchmakingRuleSet(const Model::DeleteMatchmakingRuleSetRequest& request) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p>
* <p>To temporarily suspend scaling policies, call <a>StopFleetActions</a>. This
* operation suspends all policies for the fleet.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy">AWS
* API Reference</a></p>
*/
virtual Model::DeleteScalingPolicyOutcome DeleteScalingPolicy(const Model::DeleteScalingPolicyRequest& request) const;
/**
* <p>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.</p>
* <p>To temporarily suspend scaling policies, call <a>StopFleetActions</a>. This
* operation suspends all policies for the fleet.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p>
* <p>To temporarily suspend scaling policies, call <a>StopFleetActions</a>. This
* operation suspends all policies for the fleet.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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). </p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript">AWS
* API Reference</a></p>
*/
virtual Model::DeleteScriptOutcome DeleteScript(const Model::DeleteScriptRequest& request) const;
/**
* <p>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). </p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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). </p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Cancels a pending VPC peering authorization for the specified VPC. If you
* need to delete an existing VPC peering connection, call
* <a>DeleteVpcPeeringConnection</a>. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization">AWS
* API Reference</a></p>
*/
virtual Model::DeleteVpcPeeringAuthorizationOutcome DeleteVpcPeeringAuthorization(const Model::DeleteVpcPeeringAuthorizationRequest& request) const;
/**
* <p>Cancels a pending VPC peering authorization for the specified VPC. If you
* need to delete an existing VPC peering connection, call
* <a>DeleteVpcPeeringConnection</a>. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Cancels a pending VPC peering authorization for the specified VPC. If you
* need to delete an existing VPC peering connection, call
* <a>DeleteVpcPeeringConnection</a>. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <a>DescribeVpcPeeringAuthorizations</a> or request a new one using
* <a>CreateVpcPeeringAuthorization</a>. </p> <p>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. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection">AWS
* API Reference</a></p>
*/
virtual Model::DeleteVpcPeeringConnectionOutcome DeleteVpcPeeringConnection(const Model::DeleteVpcPeeringConnectionRequest& request) const;
/**
* <p>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
* <a>DescribeVpcPeeringAuthorizations</a> or request a new one using
* <a>CreateVpcPeeringAuthorization</a>. </p> <p>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. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <a>DescribeVpcPeeringAuthorizations</a> or request a new one using
* <a>CreateVpcPeeringAuthorization</a>. </p> <p>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. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer">AWS
* API Reference</a></p>
*/
virtual Model::DeregisterGameServerOutcome DeregisterGameServer(const Model::DeregisterGameServerRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves properties for an alias. This operation returns all alias metadata
* and settings. To get an alias's target fleet ID only, use
* <code>ResolveAlias</code>. </p> <p>To get alias properties, specify the alias
* ID. If successful, the requested alias record is returned.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias">AWS
* API Reference</a></p>
*/
virtual Model::DescribeAliasOutcome DescribeAlias(const Model::DescribeAliasRequest& request) const;
/**
* <p>Retrieves properties for an alias. This operation returns all alias metadata
* and settings. To get an alias's target fleet ID only, use
* <code>ResolveAlias</code>. </p> <p>To get alias properties, specify the alias
* ID. If successful, the requested alias record is returned.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves properties for an alias. This operation returns all alias metadata
* and settings. To get an alias's target fleet ID only, use
* <code>ResolveAlias</code>. </p> <p>To get alias properties, specify the alias
* ID. If successful, the requested alias record is returned.</p> <ul> <li> <p>
* <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p>
* <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p>
* <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild">AWS
* API Reference</a></p>
*/
virtual Model::DescribeBuildOutcome DescribeBuild(const Model::DescribeBuildRequest& request) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves the following information for the specified EC2 instance type:</p>
* <ul> <li> <p>Maximum number of instances allowed per AWS account (service
* limit).</p> </li> <li> <p>Current usage for the AWS account.</p> </li> </ul>
* <p>To learn more about the capabilities of each instance type, see <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>.
* Note that the instance types offered may vary depending on the region.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits">AWS
* API Reference</a></p>
*/
virtual Model::DescribeEC2InstanceLimitsOutcome DescribeEC2InstanceLimits(const Model::DescribeEC2InstanceLimitsRequest& request) const;
/**
* <p>Retrieves the following information for the specified EC2 instance type:</p>
* <ul> <li> <p>Maximum number of instances allowed per AWS account (service
* limit).</p> </li> <li> <p>Current usage for the AWS account.</p> </li> </ul>
* <p>To learn more about the capabilities of each instance type, see <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>.
* Note that the instance types offered may vary depending on the region.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves the following information for the specified EC2 instance type:</p>
* <ul> <li> <p>Maximum number of instances allowed per AWS account (service
* limit).</p> </li> <li> <p>Current usage for the AWS account.</p> </li> </ul>
* <p>To learn more about the capabilities of each instance type, see <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>.
* Note that the instance types offered may vary depending on the region.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves core properties, including configuration, status, and metadata, for
* a fleet. </p> <p>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 <a>FleetAttributes</a> object is returned for each fleet
* requested, unless the fleet identifier is not found.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes">AWS
* API Reference</a></p>
*/
virtual Model::DescribeFleetAttributesOutcome DescribeFleetAttributes(const Model::DescribeFleetAttributesRequest& request) const;
/**
* <p>Retrieves core properties, including configuration, status, and metadata, for
* a fleet. </p> <p>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 <a>FleetAttributes</a> object is returned for each fleet
* requested, unless the fleet identifier is not found.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves core properties, including configuration, status, and metadata, for
* a fleet. </p> <p>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 <a>FleetAttributes</a> object is returned for each fleet
* requested, unless the fleet identifier is not found.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>DescribeFleetUtilization</a>.</p> <p>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 <a>FleetCapacity</a> 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.</p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity">AWS
* API Reference</a></p>
*/
virtual Model::DescribeFleetCapacityOutcome DescribeFleetCapacity(const Model::DescribeFleetCapacityRequest& request) const;
/**
* <p>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 <a>DescribeFleetUtilization</a>.</p> <p>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 <a>FleetCapacity</a> 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.</p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>DescribeFleetUtilization</a>.</p> <p>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 <a>FleetCapacity</a> 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.</p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents">AWS
* API Reference</a></p>
*/
virtual Model::DescribeFleetEventsOutcome DescribeFleetEvents(const Model::DescribeFleetEventsRequest& request) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>To get a
* fleet's inbound connection permissions, specify the fleet's unique identifier.
* If successful, a collection of <a>IpPermission</a> objects is returned for the
* requested fleet ID. If the requested fleet has been deleted, the result set is
* empty.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings">AWS
* API Reference</a></p>
*/
virtual Model::DescribeFleetPortSettingsOutcome DescribeFleetPortSettings(const Model::DescribeFleetPortSettingsRequest& request) const;
/**
* <p>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. </p> <p>To get a
* fleet's inbound connection permissions, specify the fleet's unique identifier.
* If successful, a collection of <a>IpPermission</a> objects is returned for the
* requested fleet ID. If the requested fleet has been deleted, the result set is
* empty.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>To get a
* fleet's inbound connection permissions, specify the fleet's unique identifier.
* If successful, a collection of <a>IpPermission</a> objects is returned for the
* requested fleet ID. If the requested fleet has been deleted, the result set is
* empty.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <a>DescribeFleetCapacity</a>.</p> <p>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 <a>FleetUtilization</a> object is returned for each
* requested fleet ID, unless the fleet identifier is not found. </p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization">AWS
* API Reference</a></p>
*/
virtual Model::DescribeFleetUtilizationOutcome DescribeFleetUtilization(const Model::DescribeFleetUtilizationRequest& request) const;
/**
* <p>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
* <a>DescribeFleetCapacity</a>.</p> <p>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 <a>FleetUtilization</a> object is returned for each
* requested fleet ID, unless the fleet identifier is not found. </p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <a>DescribeFleetCapacity</a>.</p> <p>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 <a>FleetUtilization</a> object is returned for each
* requested fleet ID, unless the fleet identifier is not found. </p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>DescribeFleetCapacity</a>
* </p> </li> <li> <p> <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.
* </p> <p>To retrieve game server information, specify the game server ID. If
* successful, the requested game server object is returned. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer">AWS
* API Reference</a></p>
*/
virtual Model::DescribeGameServerOutcome DescribeGameServer(const Model::DescribeGameServerRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.
* </p> <p>To retrieve game server information, specify the game server ID. If
* successful, the requested game server object is returned. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.
* </p> <p>To retrieve game server information, specify the game server ID. If
* successful, the requested game server object is returned. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Retrieves
* information on a game server group. </p> <p>To get attributes for a game server
* group, provide a group name or ARN value. If successful, a
* <a>GameServerGroup</a> object is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::DescribeGameServerGroupOutcome DescribeGameServerGroup(const Model::DescribeGameServerGroupRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Retrieves
* information on a game server group. </p> <p>To get attributes for a game server
* group, provide a group name or ARN value. If successful, a
* <a>GameServerGroup</a> object is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Retrieves
* information on a game server group. </p> <p>To get attributes for a game server
* group, provide a group name or ARN value. If successful, a
* <a>GameServerGroup</a> object is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <code>GameSessionId</code> or <code>GameSessionArn</code> to request details for
* a specific game session; (2) provide either a <code>FleetId</code> or an
* <code>AliasId</code> to request properties for all game sessions running on a
* fleet. </p> <p>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 <a>GameSessionDetail</a> object is returned
* for each session matching the request.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails">AWS
* API Reference</a></p>
*/
virtual Model::DescribeGameSessionDetailsOutcome DescribeGameSessionDetails(const Model::DescribeGameSessionDetailsRequest& request) const;
/**
* <p>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
* <code>GameSessionId</code> or <code>GameSessionArn</code> to request details for
* a specific game session; (2) provide either a <code>FleetId</code> or an
* <code>AliasId</code> to request properties for all game sessions running on a
* fleet. </p> <p>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 <a>GameSessionDetail</a> object is returned
* for each session matching the request.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <code>GameSessionId</code> or <code>GameSessionArn</code> to request details for
* a specific game session; (2) provide either a <code>FleetId</code> or an
* <code>AliasId</code> to request properties for all game sessions running on a
* fleet. </p> <p>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 <a>GameSessionDetail</a> object is returned
* for each session matching the request.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves properties and current status of a game session placement request.
* To get game session placement details, specify the placement ID. If successful,
* a <a>GameSessionPlacement</a> object is returned.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement">AWS
* API Reference</a></p>
*/
virtual Model::DescribeGameSessionPlacementOutcome DescribeGameSessionPlacement(const Model::DescribeGameSessionPlacementRequest& request) const;
/**
* <p>Retrieves properties and current status of a game session placement request.
* To get game session placement details, specify the placement ID. If successful,
* a <a>GameSessionPlacement</a> object is returned.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves properties and current status of a game session placement request.
* To get game session placement details, specify the placement ID. If successful,
* a <a>GameSessionPlacement</a> object is returned.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>GameSessionQueue</a> 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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html">
* View Your Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues">AWS
* API Reference</a></p>
*/
virtual Model::DescribeGameSessionQueuesOutcome DescribeGameSessionQueues(const Model::DescribeGameSessionQueuesRequest& request) const;
/**
* <p>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 <a>GameSessionQueue</a> 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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html">
* View Your Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>GameSessionQueue</a> 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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html">
* View Your Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves a set of one or more game sessions. Request a specific game session
* or request all game sessions on a fleet. Alternatively, use
* <a>SearchGameSessions</a> to request a set of active game sessions that are
* filtered by certain criteria. To retrieve protection policy settings for game
* sessions, use <a>DescribeGameSessionDetails</a>.</p> <p>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
* <a>GameSession</a> object is returned for each game session matching the
* request.</p> <p> <i>Available in Amazon GameLift Local.</i> </p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions">AWS
* API Reference</a></p>
*/
virtual Model::DescribeGameSessionsOutcome DescribeGameSessions(const Model::DescribeGameSessionsRequest& request) const;
/**
* <p>Retrieves a set of one or more game sessions. Request a specific game session
* or request all game sessions on a fleet. Alternatively, use
* <a>SearchGameSessions</a> to request a set of active game sessions that are
* filtered by certain criteria. To retrieve protection policy settings for game
* sessions, use <a>DescribeGameSessionDetails</a>.</p> <p>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
* <a>GameSession</a> object is returned for each game session matching the
* request.</p> <p> <i>Available in Amazon GameLift Local.</i> </p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves a set of one or more game sessions. Request a specific game session
* or request all game sessions on a fleet. Alternatively, use
* <a>SearchGameSessions</a> to request a set of active game sessions that are
* filtered by certain criteria. To retrieve protection policy settings for game
* sessions, use <a>DescribeGameSessionDetails</a>.</p> <p>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
* <a>GameSession</a> object is returned for each game session matching the
* request.</p> <p> <i>Available in Amazon GameLift Local.</i> </p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>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 <a>Instance</a> object is returned for each result.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* Access Fleet Instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* Fleet Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>DescribeInstances</a> </p> </li> <li> <p> <a>GetInstanceAccess</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances">AWS
* API Reference</a></p>
*/
virtual Model::DescribeInstancesOutcome DescribeInstances(const Model::DescribeInstancesRequest& request) const;
/**
* <p>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.</p> <p>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 <a>Instance</a> object is returned for each result.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* Access Fleet Instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* Fleet Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>DescribeInstances</a> </p> </li> <li> <p> <a>GetInstanceAccess</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>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 <a>Instance</a> object is returned for each result.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* Access Fleet Instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* Fleet Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>DescribeInstances</a> </p> </li> <li> <p> <a>GetInstanceAccess</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p>
* <p>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
* <a>StartMatchmaking</a>. </p> <p>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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Set Up FlexMatch Event Notification</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p>
* <a>DescribeMatchmaking</a> </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li>
* <li> <p> <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p>
* </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking">AWS
* API Reference</a></p>
*/
virtual Model::DescribeMatchmakingOutcome DescribeMatchmaking(const Model::DescribeMatchmakingRequest& request) const;
/**
* <p>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. </p>
* <p>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
* <a>StartMatchmaking</a>. </p> <p>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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Set Up FlexMatch Event Notification</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p>
* <a>DescribeMatchmaking</a> </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li>
* <li> <p> <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p>
* </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p>
* <p>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
* <a>StartMatchmaking</a>. </p> <p>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.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Set Up FlexMatch Event Notification</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p>
* <a>DescribeMatchmaking</a> </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li>
* <li> <p> <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p>
* </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html">
* Setting Up FlexMatch Matchmakers</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations">AWS
* API Reference</a></p>
*/
virtual Model::DescribeMatchmakingConfigurationsOutcome DescribeMatchmakingConfigurations(const Model::DescribeMatchmakingConfigurationsRequest& request) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html">
* Setting Up FlexMatch Matchmakers</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html">
* Setting Up FlexMatch Matchmakers</a> </p> <p> <b>Related operations</b> </p>
* <ul> <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets">AWS
* API Reference</a></p>
*/
virtual Model::DescribeMatchmakingRuleSetsOutcome DescribeMatchmakingRuleSets(const Model::DescribeMatchmakingRuleSetsRequest& request) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves properties for one or more player sessions. This action can be used
* in several ways: (1) provide a <code>PlayerSessionId</code> to request
* properties for a specific player session; (2) provide a
* <code>GameSessionId</code> to request properties for all player sessions in the
* specified game session; (3) provide a <code>PlayerId</code> to request
* properties for all player sessions of a specified player. </p> <p>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 <a>PlayerSession</a> object is returned for each session
* matching the request.</p> <p> <i>Available in Amazon GameLift Local.</i> </p>
* <ul> <li> <p> <a>CreatePlayerSession</a> </p> </li> <li> <p>
* <a>CreatePlayerSessions</a> </p> </li> <li> <p> <a>DescribePlayerSessions</a>
* </p> </li> <li> <p>Game session placements</p> <ul> <li> <p>
* <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions">AWS
* API Reference</a></p>
*/
virtual Model::DescribePlayerSessionsOutcome DescribePlayerSessions(const Model::DescribePlayerSessionsRequest& request) const;
/**
* <p>Retrieves properties for one or more player sessions. This action can be used
* in several ways: (1) provide a <code>PlayerSessionId</code> to request
* properties for a specific player session; (2) provide a
* <code>GameSessionId</code> to request properties for all player sessions in the
* specified game session; (3) provide a <code>PlayerId</code> to request
* properties for all player sessions of a specified player. </p> <p>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 <a>PlayerSession</a> object is returned for each session
* matching the request.</p> <p> <i>Available in Amazon GameLift Local.</i> </p>
* <ul> <li> <p> <a>CreatePlayerSession</a> </p> </li> <li> <p>
* <a>CreatePlayerSessions</a> </p> </li> <li> <p> <a>DescribePlayerSessions</a>
* </p> </li> <li> <p>Game session placements</p> <ul> <li> <p>
* <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves properties for one or more player sessions. This action can be used
* in several ways: (1) provide a <code>PlayerSessionId</code> to request
* properties for a specific player session; (2) provide a
* <code>GameSessionId</code> to request properties for all player sessions in the
* specified game session; (3) provide a <code>PlayerId</code> to request
* properties for all player sessions of a specified player. </p> <p>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 <a>PlayerSession</a> object is returned for each session
* matching the request.</p> <p> <i>Available in Amazon GameLift Local.</i> </p>
* <ul> <li> <p> <a>CreatePlayerSession</a> </p> </li> <li> <p>
* <a>CreatePlayerSessions</a> </p> </li> <li> <p> <a>DescribePlayerSessions</a>
* </p> </li> <li> <p>Game session placements</p> <ul> <li> <p>
* <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>To get a runtime configuration, specify the fleet's unique
* identifier. If successful, a <a>RuntimeConfiguration</a> object is returned for
* the requested fleet. If the requested fleet has been deleted, the result set is
* empty.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html">Running
* Multiple Processes on a Fleet</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li>
* <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li>
* <p> <a>DescribeFleetAttributes</a> </p> </li> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p>
* <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::DescribeRuntimeConfigurationOutcome DescribeRuntimeConfiguration(const Model::DescribeRuntimeConfigurationRequest& request) const;
/**
* <p>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.</p> <p>To get a runtime configuration, specify the fleet's unique
* identifier. If successful, a <a>RuntimeConfiguration</a> object is returned for
* the requested fleet. If the requested fleet has been deleted, the result set is
* empty.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html">Running
* Multiple Processes on a Fleet</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li>
* <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li>
* <p> <a>DescribeFleetAttributes</a> </p> </li> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p>
* <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>To get a runtime configuration, specify the fleet's unique
* identifier. If successful, a <a>RuntimeConfiguration</a> object is returned for
* the requested fleet. If the requested fleet has been deleted, the result set is
* empty.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html">Running
* Multiple Processes on a Fleet</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li>
* <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>Describe fleets:</p> <ul> <li>
* <p> <a>DescribeFleetAttributes</a> </p> </li> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p>
* <a>DescribeFleetPortSettings</a> </p> </li> <li> <p>
* <a>DescribeFleetUtilization</a> </p> </li> <li> <p>
* <a>DescribeRuntimeConfiguration</a> </p> </li> <li> <p>
* <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p> <a>DescribeFleetEvents</a>
* </p> </li> </ul> </li> <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves all scaling policies applied to a fleet.</p> <p>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 <a>ScalingPolicy</a> objects is returned for the fleet.</p> <p>A fleet may
* have all of its scaling policies suspended (<a>StopFleetActions</a>). 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
* <a>DescribeFleetAttributes</a> and check the stopped actions.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies">AWS
* API Reference</a></p>
*/
virtual Model::DescribeScalingPoliciesOutcome DescribeScalingPolicies(const Model::DescribeScalingPoliciesRequest& request) const;
/**
* <p>Retrieves all scaling policies applied to a fleet.</p> <p>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 <a>ScalingPolicy</a> objects is returned for the fleet.</p> <p>A fleet may
* have all of its scaling policies suspended (<a>StopFleetActions</a>). 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
* <a>DescribeFleetAttributes</a> and check the stopped actions.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves all scaling policies applied to a fleet.</p> <p>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 <a>ScalingPolicy</a> objects is returned for the fleet.</p> <p>A fleet may
* have all of its scaling policies suspended (<a>StopFleetActions</a>). 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
* <a>DescribeFleetAttributes</a> and check the stopped actions.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves properties for a Realtime script. </p> <p>To request a script
* record, specify the script ID. If successful, an object containing the script
* properties is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript">AWS
* API Reference</a></p>
*/
virtual Model::DescribeScriptOutcome DescribeScript(const Model::DescribeScriptRequest& request) const;
/**
* <p>Retrieves properties for a Realtime script. </p> <p>To request a script
* record, specify the script ID. If successful, an object containing the script
* properties is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves properties for a Realtime script. </p> <p>To request a script
* record, specify the script ID. If successful, an object containing the script
* properties is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <ul>
* <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations">AWS
* API Reference</a></p>
*/
virtual Model::DescribeVpcPeeringAuthorizationsOutcome DescribeVpcPeeringAuthorizations(const Model::DescribeVpcPeeringAuthorizationsRequest& request) const;
/**
* <p>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. </p> <ul>
* <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <ul>
* <li> <p> <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves information on VPC peering connections. Use this operation to get
* peering information for all fleets or for one specific fleet ID. </p> <p>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. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections">AWS
* API Reference</a></p>
*/
virtual Model::DescribeVpcPeeringConnectionsOutcome DescribeVpcPeeringConnections(const Model::DescribeVpcPeeringConnectionsRequest& request) const;
/**
* <p>Retrieves information on VPC peering connections. Use this operation to get
* peering information for all fleets or for one specific fleet ID. </p> <p>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. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves information on VPC peering connections. Use this operation to get
* peering information for all fleets or for one specific fleet ID. </p> <p>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. </p> <ul> <li> <p>
* <a>CreateVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringAuthorizations</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringAuthorization</a> </p> </li> <li> <p>
* <a>CreateVpcPeeringConnection</a> </p> </li> <li> <p>
* <a>DescribeVpcPeeringConnections</a> </p> </li> <li> <p>
* <a>DeleteVpcPeeringConnection</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>See the <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">AWS
* Service Limits</a> page for maximum log file sizes. Log files that exceed this
* limit are not saved.</p> <ul> <li> <p> <a>CreateGameSession</a> </p>
* </li> <li> <p> <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl">AWS
* API Reference</a></p>
*/
virtual Model::GetGameSessionLogUrlOutcome GetGameSessionLogUrl(const Model::GetGameSessionLogUrlRequest& request) const;
/**
* <p>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.</p> <p>See the <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">AWS
* Service Limits</a> page for maximum log file sizes. Log files that exceed this
* limit are not saved.</p> <ul> <li> <p> <a>CreateGameSession</a> </p>
* </li> <li> <p> <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>See the <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">AWS
* Service Limits</a> page for maximum log file sizes. Log files that exceed this
* limit are not saved.</p> <ul> <li> <p> <a>CreateGameSession</a> </p>
* </li> <li> <p> <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Requests remote access to a fleet instance. Remote access is useful for
* debugging, gathering benchmarking data, or observing activity in real time. </p>
* <p>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 <code>.pem</code> 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. </p>
* <p>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 <a>DescribeInstances</a>. If successful, an <a>InstanceAccess</a> object
* is returned that contains the instance's IP address and a set of
* credentials.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* Access Fleet Instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* Fleet Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>DescribeInstances</a> </p> </li> <li> <p> <a>GetInstanceAccess</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess">AWS
* API Reference</a></p>
*/
virtual Model::GetInstanceAccessOutcome GetInstanceAccess(const Model::GetInstanceAccessRequest& request) const;
/**
* <p>Requests remote access to a fleet instance. Remote access is useful for
* debugging, gathering benchmarking data, or observing activity in real time. </p>
* <p>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 <code>.pem</code> 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. </p>
* <p>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 <a>DescribeInstances</a>. If successful, an <a>InstanceAccess</a> object
* is returned that contains the instance's IP address and a set of
* credentials.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* Access Fleet Instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* Fleet Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>DescribeInstances</a> </p> </li> <li> <p> <a>GetInstanceAccess</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Requests remote access to a fleet instance. Remote access is useful for
* debugging, gathering benchmarking data, or observing activity in real time. </p>
* <p>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 <code>.pem</code> 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. </p>
* <p>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 <a>DescribeInstances</a>. If successful, an <a>InstanceAccess</a> object
* is returned that contains the instance's IP address and a set of
* credentials.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* Access Fleet Instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* Fleet Issues</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>DescribeInstances</a> </p> </li> <li> <p> <a>GetInstanceAccess</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>Returned aliases are not
* listed in any particular order.</p> <ul> <li> <p> <a>CreateAlias</a>
* </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p> <a>DescribeAlias</a>
* </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p> <a>DeleteAlias</a>
* </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases">AWS
* API Reference</a></p>
*/
virtual Model::ListAliasesOutcome ListAliases(const Model::ListAliasesRequest& request) const;
/**
* <p>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.</p> <p>Returned aliases are not
* listed in any particular order.</p> <ul> <li> <p> <a>CreateAlias</a>
* </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p> <a>DescribeAlias</a>
* </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p> <a>DeleteAlias</a>
* </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>Returned aliases are not
* listed in any particular order.</p> <ul> <li> <p> <a>CreateAlias</a>
* </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li> <p> <a>DescribeAlias</a>
* </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li> <p> <a>DeleteAlias</a>
* </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <code>Status</code> parameter. Use the pagination parameters to retrieve results
* in a set of sequential pages. </p> <p>Build resources are not listed in
* any particular order.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds">AWS
* API Reference</a></p>
*/
virtual Model::ListBuildsOutcome ListBuilds(const Model::ListBuildsRequest& request) const;
/**
* <p>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
* <code>Status</code> parameter. Use the pagination parameters to retrieve results
* in a set of sequential pages. </p> <p>Build resources are not listed in
* any particular order.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <code>Status</code> parameter. Use the pagination parameters to retrieve results
* in a set of sequential pages. </p> <p>Build resources are not listed in
* any particular order.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>Fleet resources are not listed in a particular
* order.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets">AWS
* API Reference</a></p>
*/
virtual Model::ListFleetsOutcome ListFleets(const Model::ListFleetsRequest& request) const;
/**
* <p>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.</p> <p>Fleet resources are not listed in a particular
* order.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>Fleet resources are not listed in a particular
* order.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups">AWS
* API Reference</a></p>
*/
virtual Model::ListGameServerGroupsOutcome ListGameServerGroups(const Model::ListGameServerGroupsRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers">AWS
* API Reference</a></p>
*/
virtual Model::ListGameServersOutcome ListGameServers(const Model::ListGameServersRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves script records for all Realtime scripts that are associated with
* the AWS account in use. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts">AWS
* API Reference</a></p>
*/
virtual Model::ListScriptsOutcome ListScripts(const Model::ListScriptsRequest& request) const;
/**
* <p>Retrieves script records for all Realtime scripts that are associated with
* the AWS account in use. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves script records for all Realtime scripts that are associated with
* the AWS account in use. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> 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:</p> <ul> <li> <p>Build</p> </li> <li> <p>Script</p> </li> <li>
* <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li> <p>GameSessionQueue</p> </li>
* <li> <p>MatchmakingConfiguration</p> </li> <li> <p>MatchmakingRuleSet</p> </li>
* </ul> <p>To list tags for a resource, specify the unique ARN value for the
* resource.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource">AWS
* API Reference</a></p>
*/
virtual Model::ListTagsForResourceOutcome ListTagsForResource(const Model::ListTagsForResourceRequest& request) const;
/**
* <p> 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:</p> <ul> <li> <p>Build</p> </li> <li> <p>Script</p> </li> <li>
* <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li> <p>GameSessionQueue</p> </li>
* <li> <p>MatchmakingConfiguration</p> </li> <li> <p>MatchmakingRuleSet</p> </li>
* </ul> <p>To list tags for a resource, specify the unique ARN value for the
* resource.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> 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:</p> <ul> <li> <p>Build</p> </li> <li> <p>Script</p> </li> <li>
* <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li> <p>GameSessionQueue</p> </li>
* <li> <p>MatchmakingConfiguration</p> </li> <li> <p>MatchmakingRuleSet</p> </li>
* </ul> <p>To list tags for a resource, specify the unique ARN value for the
* resource.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>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.</p> <p>You can temporarily suspend all scaling policies for a
* fleet by calling <a>StopFleetActions</a> with the fleet action AUTO_SCALING. To
* resume scaling policies, call <a>StartFleetActions</a> with the same fleet
* action. To stop just one scaling policy--or to permanently remove it, you must
* delete the policy with <a>DeleteScalingPolicy</a>.</p> <p>Learn more about how
* to work with auto-scaling in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html">Set
* Up Fleet Automatic Scaling</a>.</p> <p> <b>Target-based policy</b> </p> <p>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. </p>
* <p>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. </p> <p>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 <a>TargetConfiguration</a> 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.</p> <p> <b>Rule-based policy</b> </p> <p>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. </p> <p>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%."</p> <p>A policy's rule statement has the
* following structure:</p> <p>If <code>[MetricName]</code> is
* <code>[ComparisonOperator]</code> <code>[Threshold]</code> for
* <code>[EvaluationPeriods]</code> minutes, then
* <code>[ScalingAdjustmentType]</code> to/by <code>[ScalingAdjustment]</code>.</p>
* <p>To implement the example, the rule statement would look like this:</p> <p>If
* <code>[PercentIdleInstances]</code> is <code>[GreaterThanThreshold]</code>
* <code>[20]</code> for <code>[15]</code> minutes, then
* <code>[PercentChangeInCapacity]</code> to/by <code>[10]</code>.</p> <p>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.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy">AWS
* API Reference</a></p>
*/
virtual Model::PutScalingPolicyOutcome PutScalingPolicy(const Model::PutScalingPolicyRequest& request) const;
/**
* <p>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. </p> <p>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.</p> <p>You can temporarily suspend all scaling policies for a
* fleet by calling <a>StopFleetActions</a> with the fleet action AUTO_SCALING. To
* resume scaling policies, call <a>StartFleetActions</a> with the same fleet
* action. To stop just one scaling policy--or to permanently remove it, you must
* delete the policy with <a>DeleteScalingPolicy</a>.</p> <p>Learn more about how
* to work with auto-scaling in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html">Set
* Up Fleet Automatic Scaling</a>.</p> <p> <b>Target-based policy</b> </p> <p>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. </p>
* <p>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. </p> <p>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 <a>TargetConfiguration</a> 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.</p> <p> <b>Rule-based policy</b> </p> <p>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. </p> <p>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%."</p> <p>A policy's rule statement has the
* following structure:</p> <p>If <code>[MetricName]</code> is
* <code>[ComparisonOperator]</code> <code>[Threshold]</code> for
* <code>[EvaluationPeriods]</code> minutes, then
* <code>[ScalingAdjustmentType]</code> to/by <code>[ScalingAdjustment]</code>.</p>
* <p>To implement the example, the rule statement would look like this:</p> <p>If
* <code>[PercentIdleInstances]</code> is <code>[GreaterThanThreshold]</code>
* <code>[20]</code> for <code>[15]</code> minutes, then
* <code>[PercentChangeInCapacity]</code> to/by <code>[10]</code>.</p> <p>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.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>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.</p> <p>You can temporarily suspend all scaling policies for a
* fleet by calling <a>StopFleetActions</a> with the fleet action AUTO_SCALING. To
* resume scaling policies, call <a>StartFleetActions</a> with the same fleet
* action. To stop just one scaling policy--or to permanently remove it, you must
* delete the policy with <a>DeleteScalingPolicy</a>.</p> <p>Learn more about how
* to work with auto-scaling in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html">Set
* Up Fleet Automatic Scaling</a>.</p> <p> <b>Target-based policy</b> </p> <p>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. </p>
* <p>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. </p> <p>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 <a>TargetConfiguration</a> 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.</p> <p> <b>Rule-based policy</b> </p> <p>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. </p> <p>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%."</p> <p>A policy's rule statement has the
* following structure:</p> <p>If <code>[MetricName]</code> is
* <code>[ComparisonOperator]</code> <code>[Threshold]</code> for
* <code>[EvaluationPeriods]</code> minutes, then
* <code>[ScalingAdjustmentType]</code> to/by <code>[ScalingAdjustment]</code>.</p>
* <p>To implement the example, the rule statement would look like this:</p> <p>If
* <code>[PercentIdleInstances]</code> is <code>[GreaterThanThreshold]</code>
* <code>[20]</code> for <code>[15]</code> minutes, then
* <code>[PercentChangeInCapacity]</code> to/by <code>[10]</code>.</p> <p>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.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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 <a>ClaimGameServer</a>, this information is
* returned in response.</p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer">AWS
* API Reference</a></p>
*/
virtual Model::RegisterGameServerOutcome RegisterGameServer(const Model::RegisterGameServerRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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 <a>ClaimGameServer</a>, this information is
* returned in response.</p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>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 <a>ClaimGameServer</a>, this information is
* returned in response.</p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>CreateBuild</a>.</p> <p>To request new credentials,
* specify the build ID as returned with an initial <code>CreateBuild</code>
* request. If successful, a new set of credentials are returned, along with the S3
* storage location associated with the build ID.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in S3</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials">AWS
* API Reference</a></p>
*/
virtual Model::RequestUploadCredentialsOutcome RequestUploadCredentials(const Model::RequestUploadCredentialsRequest& request) const;
/**
* <p>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 <a>CreateBuild</a>.</p> <p>To request new credentials,
* specify the build ID as returned with an initial <code>CreateBuild</code>
* request. If successful, a new set of credentials are returned, along with the S3
* storage location associated with the build ID.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in S3</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>CreateBuild</a>.</p> <p>To request new credentials,
* specify the build ID as returned with an initial <code>CreateBuild</code>
* request. If successful, a new set of credentials are returned, along with the S3
* storage location associated with the build ID.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in S3</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Retrieves the fleet ID that an alias is currently pointing to.</p> <ul> <li>
* <p> <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li>
* <p> <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li>
* <p> <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias">AWS
* API Reference</a></p>
*/
virtual Model::ResolveAliasOutcome ResolveAlias(const Model::ResolveAliasRequest& request) const;
/**
* <p>Retrieves the fleet ID that an alias is currently pointing to.</p> <ul> <li>
* <p> <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li>
* <p> <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li>
* <p> <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Retrieves the fleet ID that an alias is currently pointing to.</p> <ul> <li>
* <p> <a>CreateAlias</a> </p> </li> <li> <p> <a>ListAliases</a> </p> </li> <li>
* <p> <a>DescribeAlias</a> </p> </li> <li> <p> <a>UpdateAlias</a> </p> </li> <li>
* <p> <a>DeleteAlias</a> </p> </li> <li> <p> <a>ResolveAlias</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Reinstates
* activity on a game server group after it has been suspended. A game server group
* may be suspended by calling <a>SuspendGameServerGroup</a>, 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.</p> <p>To resume activity, specify a game server group
* ARN and the type of activity to be resumed.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::ResumeGameServerGroupOutcome ResumeGameServerGroup(const Model::ResumeGameServerGroupRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Reinstates
* activity on a game server group after it has been suspended. A game server group
* may be suspended by calling <a>SuspendGameServerGroup</a>, 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.</p> <p>To resume activity, specify a game server group
* ARN and the type of activity to be resumed.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Reinstates
* activity on a game server group after it has been suspended. A game server group
* may be suspended by calling <a>SuspendGameServerGroup</a>, 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.</p> <p>To resume activity, specify a game server group
* ARN and the type of activity to be resumed.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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:</p> <ul> <li> <p> <b>gameSessionId</b> -- A unique
* identifier for the game session. You can use either a <code>GameSessionId</code>
* or <code>GameSessionArn</code> value. </p> </li> <li> <p> <b>gameSessionName</b>
* -- Name assigned to a game session. This value is set when requesting a new game
* session with <a>CreateGameSession</a> or updating with <a>UpdateGameSession</a>.
* Game session names do not need to be unique to a game session.</p> </li> <li>
* <p> <b>gameSessionProperties</b> -- Custom data defined in a game session's
* <code>GameProperty</code> parameter. <code>GameProperty</code> 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:
* <code>gameSessionProperties.gameMode = "brawl"</code>. All custom data values
* are searched as strings.</p> </li> <li> <p> <b>maximumSessions</b> -- Maximum
* number of player sessions allowed for a game session. This value is set when
* requesting a new game session with <a>CreateGameSession</a> or updating with
* <a>UpdateGameSession</a>.</p> </li> <li> <p> <b>creationTimeMillis</b> -- Value
* indicating when a game session was created. It is expressed in Unix time as
* milliseconds.</p> </li> <li> <p> <b>playerSessionCount</b> -- Number of players
* currently connected to a game session. This value changes rapidly as players
* join the session or drop out.</p> </li> <li> <p>
* <b>hasAvailablePlayerSessions</b> -- 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. </p> </li> </ul>
* <p>Returned values for <code>playerSessionCount</code> and
* <code>hasAvailablePlayerSessions</code> 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. </p> <p>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 <a>GameSession</a> objects matching the request is
* returned. Use the pagination parameters to retrieve results as a set of
* sequential pages. </p> <p>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 <code>ACTIVE</code> status. To locate games in statuses other than
* active, use <a>DescribeGameSessionDetails</a>.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions">AWS
* API Reference</a></p>
*/
virtual Model::SearchGameSessionsOutcome SearchGameSessions(const Model::SearchGameSessionsRequest& request) const;
/**
* <p>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:</p> <ul> <li> <p> <b>gameSessionId</b> -- A unique
* identifier for the game session. You can use either a <code>GameSessionId</code>
* or <code>GameSessionArn</code> value. </p> </li> <li> <p> <b>gameSessionName</b>
* -- Name assigned to a game session. This value is set when requesting a new game
* session with <a>CreateGameSession</a> or updating with <a>UpdateGameSession</a>.
* Game session names do not need to be unique to a game session.</p> </li> <li>
* <p> <b>gameSessionProperties</b> -- Custom data defined in a game session's
* <code>GameProperty</code> parameter. <code>GameProperty</code> 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:
* <code>gameSessionProperties.gameMode = "brawl"</code>. All custom data values
* are searched as strings.</p> </li> <li> <p> <b>maximumSessions</b> -- Maximum
* number of player sessions allowed for a game session. This value is set when
* requesting a new game session with <a>CreateGameSession</a> or updating with
* <a>UpdateGameSession</a>.</p> </li> <li> <p> <b>creationTimeMillis</b> -- Value
* indicating when a game session was created. It is expressed in Unix time as
* milliseconds.</p> </li> <li> <p> <b>playerSessionCount</b> -- Number of players
* currently connected to a game session. This value changes rapidly as players
* join the session or drop out.</p> </li> <li> <p>
* <b>hasAvailablePlayerSessions</b> -- 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. </p> </li> </ul>
* <p>Returned values for <code>playerSessionCount</code> and
* <code>hasAvailablePlayerSessions</code> 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. </p> <p>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 <a>GameSession</a> objects matching the request is
* returned. Use the pagination parameters to retrieve results as a set of
* sequential pages. </p> <p>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 <code>ACTIVE</code> status. To locate games in statuses other than
* active, use <a>DescribeGameSessionDetails</a>.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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:</p> <ul> <li> <p> <b>gameSessionId</b> -- A unique
* identifier for the game session. You can use either a <code>GameSessionId</code>
* or <code>GameSessionArn</code> value. </p> </li> <li> <p> <b>gameSessionName</b>
* -- Name assigned to a game session. This value is set when requesting a new game
* session with <a>CreateGameSession</a> or updating with <a>UpdateGameSession</a>.
* Game session names do not need to be unique to a game session.</p> </li> <li>
* <p> <b>gameSessionProperties</b> -- Custom data defined in a game session's
* <code>GameProperty</code> parameter. <code>GameProperty</code> 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:
* <code>gameSessionProperties.gameMode = "brawl"</code>. All custom data values
* are searched as strings.</p> </li> <li> <p> <b>maximumSessions</b> -- Maximum
* number of player sessions allowed for a game session. This value is set when
* requesting a new game session with <a>CreateGameSession</a> or updating with
* <a>UpdateGameSession</a>.</p> </li> <li> <p> <b>creationTimeMillis</b> -- Value
* indicating when a game session was created. It is expressed in Unix time as
* milliseconds.</p> </li> <li> <p> <b>playerSessionCount</b> -- Number of players
* currently connected to a game session. This value changes rapidly as players
* join the session or drop out.</p> </li> <li> <p>
* <b>hasAvailablePlayerSessions</b> -- 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. </p> </li> </ul>
* <p>Returned values for <code>playerSessionCount</code> and
* <code>hasAvailablePlayerSessions</code> 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. </p> <p>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 <a>GameSession</a> objects matching the request is
* returned. Use the pagination parameters to retrieve results as a set of
* sequential pages. </p> <p>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 <code>ACTIVE</code> status. To locate games in statuses other than
* active, use <a>DescribeGameSessionDetails</a>.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Resumes activity on a fleet that was suspended with <a>StopFleetActions</a>.
* Currently, this operation is used to restart a fleet's auto-scaling activity.
* </p> <p>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 <a>DescribeFleetAttributes</a>.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions">AWS
* API Reference</a></p>
*/
virtual Model::StartFleetActionsOutcome StartFleetActions(const Model::StartFleetActionsRequest& request) const;
/**
* <p>Resumes activity on a fleet that was suspended with <a>StopFleetActions</a>.
* Currently, this operation is used to restart a fleet's auto-scaling activity.
* </p> <p>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 <a>DescribeFleetAttributes</a>.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Resumes activity on a fleet that was suspended with <a>StopFleetActions</a>.
* Currently, this operation is used to restart a fleet's auto-scaling activity.
* </p> <p>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 <a>DescribeFleetAttributes</a>.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Places a request for a new game session in a queue (see
* <a>CreateGameSessionQueue</a>). 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.</p> <p>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.</p> <p>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.</p> <p>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. </p> <p>To place a new game session request, specify the following:</p>
* <ul> <li> <p>The queue name and a set of game session properties and
* settings</p> </li> <li> <p>A unique ID (such as a UUID) for the placement. You
* use this ID to track the status of the placement request</p> </li> <li>
* <p>(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)</p> </li> <li>
* <p>Latency data for all players (if you want to optimize game play for the
* players)</p> </li> </ul> <p>If successful, a new game session placement is
* created.</p> <p>To track the status of a placement request, call
* <a>DescribeGameSessionPlacement</a> and check the request's status. If the
* status is <code>FULFILLED</code>, 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. </p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement">AWS
* API Reference</a></p>
*/
virtual Model::StartGameSessionPlacementOutcome StartGameSessionPlacement(const Model::StartGameSessionPlacementRequest& request) const;
/**
* <p>Places a request for a new game session in a queue (see
* <a>CreateGameSessionQueue</a>). 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.</p> <p>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.</p> <p>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.</p> <p>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. </p> <p>To place a new game session request, specify the following:</p>
* <ul> <li> <p>The queue name and a set of game session properties and
* settings</p> </li> <li> <p>A unique ID (such as a UUID) for the placement. You
* use this ID to track the status of the placement request</p> </li> <li>
* <p>(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)</p> </li> <li>
* <p>Latency data for all players (if you want to optimize game play for the
* players)</p> </li> </ul> <p>If successful, a new game session placement is
* created.</p> <p>To track the status of a placement request, call
* <a>DescribeGameSessionPlacement</a> and check the request's status. If the
* status is <code>FULFILLED</code>, 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. </p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Places a request for a new game session in a queue (see
* <a>CreateGameSessionQueue</a>). 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.</p> <p>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.</p> <p>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.</p> <p>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. </p> <p>To place a new game session request, specify the following:</p>
* <ul> <li> <p>The queue name and a set of game session properties and
* settings</p> </li> <li> <p>A unique ID (such as a UUID) for the placement. You
* use this ID to track the status of the placement request</p> </li> <li>
* <p>(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)</p> </li> <li>
* <p>Latency data for all players (if you want to optimize game play for the
* players)</p> </li> </ul> <p>If successful, a new game session placement is
* created.</p> <p>To track the status of a placement request, call
* <a>DescribeGameSessionPlacement</a> and check the request's status. If the
* status is <code>FULFILLED</code>, 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. </p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p>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. </p> <p>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 <a>GameSession</a> object is updated to include matchmaker
* data on the new players. For more detail on how match backfill requests are
* processed, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How Amazon GameLift FlexMatch Works</a>. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html">
* Backfill Existing Games with FlexMatch</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How GameLift FlexMatch Works</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill">AWS
* API Reference</a></p>
*/
virtual Model::StartMatchBackfillOutcome StartMatchBackfill(const Model::StartMatchBackfillRequest& request) const;
/**
* <p>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. </p> <p>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. </p> <p>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 <a>GameSession</a> object is updated to include matchmaker
* data on the new players. For more detail on how match backfill requests are
* processed, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How Amazon GameLift FlexMatch Works</a>. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html">
* Backfill Existing Games with FlexMatch</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How GameLift FlexMatch Works</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p>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. </p> <p>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 <a>GameSession</a> object is updated to include matchmaker
* data on the new players. For more detail on how match backfill requests are
* processed, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How Amazon GameLift FlexMatch Works</a>. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html">
* Backfill Existing Games with FlexMatch</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How GameLift FlexMatch Works</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <code>MatchmakingConfiguration</code>. </p> <p>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 <code>QUEUED</code>. Track the
* status of the ticket to respond as needed and acquire game session connection
* information for successfully completed matches.</p> <p> <b>Tracking ticket
* status</b> -- A couple of options are available for tracking the status of
* matchmaking requests: </p> <ul> <li> <p>Polling -- Call
* <code>DescribeMatchmaking</code>. 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.</p> </li> <li>
* <p>Notifications -- Get event notifications for changes in ticket status using
* Amazon Simple Notification Service (SNS). Notifications are easy to set up (see
* <a>CreateMatchmakingConfiguration</a>) 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
* <code>DescribeMatchmaking</code> only when notifications are not received within
* 30 seconds.</p> </li> </ul> <p> <b>Processing a matchmaking request</b> --
* FlexMatch handles a matchmaking request as follows: </p> <ol> <li> <p>Your
* client code submits a <code>StartMatchmaking</code> request for one or more
* players and tracks the status of the request ticket. </p> </li> <li>
* <p>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. </p> </li> <li> <p>If the match requires player
* acceptance (set in the matchmaking configuration), the tickets move into status
* <code>REQUIRES_ACCEPTANCE</code>. This status triggers your client code to
* solicit acceptance from all players in every ticket involved in the match, and
* then call <a>AcceptMatch</a> for each player. If any player rejects or fails to
* accept the match before a specified timeout, the proposed match is dropped (see
* <code>AcceptMatch</code> for more details).</p> </li> <li> <p>Once a match is
* proposed and accepted, the matchmaking tickets move into status
* <code>PLACING</code>. 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. </p> </li> <li> <p>When the match is
* successfully placed, the matchmaking tickets move into <code>COMPLETED</code>
* 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. </p> </li> </ol> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Set Up FlexMatch Event Notification</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-tasks.html">
* FlexMatch Integration Roadmap</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How GameLift FlexMatch Works</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking">AWS
* API Reference</a></p>
*/
virtual Model::StartMatchmakingOutcome StartMatchmaking(const Model::StartMatchmakingRequest& request) const;
/**
* <p>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 <code>MatchmakingConfiguration</code>. </p> <p>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 <code>QUEUED</code>. Track the
* status of the ticket to respond as needed and acquire game session connection
* information for successfully completed matches.</p> <p> <b>Tracking ticket
* status</b> -- A couple of options are available for tracking the status of
* matchmaking requests: </p> <ul> <li> <p>Polling -- Call
* <code>DescribeMatchmaking</code>. 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.</p> </li> <li>
* <p>Notifications -- Get event notifications for changes in ticket status using
* Amazon Simple Notification Service (SNS). Notifications are easy to set up (see
* <a>CreateMatchmakingConfiguration</a>) 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
* <code>DescribeMatchmaking</code> only when notifications are not received within
* 30 seconds.</p> </li> </ul> <p> <b>Processing a matchmaking request</b> --
* FlexMatch handles a matchmaking request as follows: </p> <ol> <li> <p>Your
* client code submits a <code>StartMatchmaking</code> request for one or more
* players and tracks the status of the request ticket. </p> </li> <li>
* <p>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. </p> </li> <li> <p>If the match requires player
* acceptance (set in the matchmaking configuration), the tickets move into status
* <code>REQUIRES_ACCEPTANCE</code>. This status triggers your client code to
* solicit acceptance from all players in every ticket involved in the match, and
* then call <a>AcceptMatch</a> for each player. If any player rejects or fails to
* accept the match before a specified timeout, the proposed match is dropped (see
* <code>AcceptMatch</code> for more details).</p> </li> <li> <p>Once a match is
* proposed and accepted, the matchmaking tickets move into status
* <code>PLACING</code>. 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. </p> </li> <li> <p>When the match is
* successfully placed, the matchmaking tickets move into <code>COMPLETED</code>
* 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. </p> </li> </ol> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Set Up FlexMatch Event Notification</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-tasks.html">
* FlexMatch Integration Roadmap</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How GameLift FlexMatch Works</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <code>MatchmakingConfiguration</code>. </p> <p>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 <code>QUEUED</code>. Track the
* status of the ticket to respond as needed and acquire game session connection
* information for successfully completed matches.</p> <p> <b>Tracking ticket
* status</b> -- A couple of options are available for tracking the status of
* matchmaking requests: </p> <ul> <li> <p>Polling -- Call
* <code>DescribeMatchmaking</code>. 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.</p> </li> <li>
* <p>Notifications -- Get event notifications for changes in ticket status using
* Amazon Simple Notification Service (SNS). Notifications are easy to set up (see
* <a>CreateMatchmakingConfiguration</a>) 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
* <code>DescribeMatchmaking</code> only when notifications are not received within
* 30 seconds.</p> </li> </ul> <p> <b>Processing a matchmaking request</b> --
* FlexMatch handles a matchmaking request as follows: </p> <ol> <li> <p>Your
* client code submits a <code>StartMatchmaking</code> request for one or more
* players and tracks the status of the request ticket. </p> </li> <li>
* <p>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. </p> </li> <li> <p>If the match requires player
* acceptance (set in the matchmaking configuration), the tickets move into status
* <code>REQUIRES_ACCEPTANCE</code>. This status triggers your client code to
* solicit acceptance from all players in every ticket involved in the match, and
* then call <a>AcceptMatch</a> for each player. If any player rejects or fails to
* accept the match before a specified timeout, the proposed match is dropped (see
* <code>AcceptMatch</code> for more details).</p> </li> <li> <p>Once a match is
* proposed and accepted, the matchmaking tickets move into status
* <code>PLACING</code>. 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. </p> </li> <li> <p>When the match is
* successfully placed, the matchmaking tickets move into <code>COMPLETED</code>
* 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. </p> </li> </ol> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html">
* Set Up FlexMatch Event Notification</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-tasks.html">
* FlexMatch Integration Roadmap</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html">
* How GameLift FlexMatch Works</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>StartFleetActions</a>. You can view a fleet's stopped actions using
* <a>DescribeFleetAttributes</a>.</p> <p>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 <a>UpdateFleetCapacity</a>. </p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions">AWS
* API Reference</a></p>
*/
virtual Model::StopFleetActionsOutcome StopFleetActions(const Model::StopFleetActionsRequest& request) const;
/**
* <p>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 <a>StartFleetActions</a>. You can view a fleet's stopped actions using
* <a>DescribeFleetAttributes</a>.</p> <p>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 <a>UpdateFleetCapacity</a>. </p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>StartFleetActions</a>. You can view a fleet's stopped actions using
* <a>DescribeFleetAttributes</a>.</p> <p>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 <a>UpdateFleetCapacity</a>. </p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetAttributes</a> </p> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Cancels a game session placement that is in <code>PENDING</code> status. To
* stop a placement, provide the placement ID values. If successful, the placement
* is moved to <code>CANCELLED</code> status.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement">AWS
* API Reference</a></p>
*/
virtual Model::StopGameSessionPlacementOutcome StopGameSessionPlacement(const Model::StopGameSessionPlacementRequest& request) const;
/**
* <p>Cancels a game session placement that is in <code>PENDING</code> status. To
* stop a placement, provide the placement ID values. If successful, the placement
* is moved to <code>CANCELLED</code> status.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Cancels a game session placement that is in <code>PENDING</code> status. To
* stop a placement, provide the placement ID values. If successful, the placement
* is moved to <code>CANCELLED</code> status.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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
* <code>CANCELLED</code>.</p> <p>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 <code>MatchmakerData</code> of an updated game
* session object, which is provided to the game server.</p> <p>If the
* action is successful, the service sends back an empty JSON struct with the HTTP
* 200 response (not an empty HTTP body).</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking">AWS
* API Reference</a></p>
*/
virtual Model::StopMatchmakingOutcome StopMatchmaking(const Model::StopMatchmakingRequest& request) const;
/**
* <p>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
* <code>CANCELLED</code>.</p> <p>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 <code>MatchmakerData</code> of an updated game
* session object, which is provided to the game server.</p> <p>If the
* action is successful, the service sends back an empty JSON struct with the HTTP
* 200 response (not an empty HTTP body).</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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
* <code>CANCELLED</code>.</p> <p>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 <code>MatchmakerData</code> of an updated game
* session object, which is provided to the game server.</p> <p>If the
* action is successful, the service sends back an empty JSON struct with the HTTP
* 200 response (not an empty HTTP body).</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html">
* Add FlexMatch to a Game Client</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>StartMatchmaking</a> </p> </li> <li> <p> <a>DescribeMatchmaking</a>
* </p> </li> <li> <p> <a>StopMatchmaking</a> </p> </li> <li> <p>
* <a>AcceptMatch</a> </p> </li> <li> <p> <a>StartMatchBackfill</a> </p> </li>
* </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Temporarily
* stops activity on a game server group without terminating instances or the game
* server group. Activity can be restarted by calling <a>ResumeGameServerGroup</a>.
* Activities that can suspended are:</p> <ul> <li> <p>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. </p> </li>
* </ul> <p>To suspend activity, specify a game server group ARN and the type of
* activity to be suspended.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::SuspendGameServerGroupOutcome SuspendGameServerGroup(const Model::SuspendGameServerGroupRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Temporarily
* stops activity on a game server group without terminating instances or the game
* server group. Activity can be restarted by calling <a>ResumeGameServerGroup</a>.
* Activities that can suspended are:</p> <ul> <li> <p>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. </p> </li>
* </ul> <p>To suspend activity, specify a game server group ARN and the type of
* activity to be suspended.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>Temporarily
* stops activity on a game server group without terminating instances or the game
* server group. Activity can be restarted by calling <a>ResumeGameServerGroup</a>.
* Activities that can suspended are:</p> <ul> <li> <p>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. </p> </li>
* </ul> <p>To suspend activity, specify a game server group ARN and the type of
* activity to be suspended.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateGameServerGroup</a> </p> </li> <li> <p> <a>ListGameServerGroups</a>
* </p> </li> <li> <p> <a>DescribeGameServerGroup</a> </p> </li> <li> <p>
* <a>UpdateGameServerGroup</a> </p> </li> <li> <p> <a>DeleteGameServerGroup</a>
* </p> </li> <li> <p> <a>ResumeGameServerGroup</a> </p> </li> <li> <p>
* <a>SuspendGameServerGroup</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> 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:</p> <ul> <li> <p>Build</p> </li>
* <li> <p>Script</p> </li> <li> <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li>
* <p>GameSessionQueue</p> </li> <li> <p>MatchmakingConfiguration</p> </li> <li>
* <p>MatchmakingRuleSet</p> </li> </ul> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource">AWS
* API Reference</a></p>
*/
virtual Model::TagResourceOutcome TagResource(const Model::TagResourceRequest& request) const;
/**
* <p> 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:</p> <ul> <li> <p>Build</p> </li>
* <li> <p>Script</p> </li> <li> <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li>
* <p>GameSessionQueue</p> </li> <li> <p>MatchmakingConfiguration</p> </li> <li>
* <p>MatchmakingRuleSet</p> </li> </ul> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> 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:</p> <ul> <li> <p>Build</p> </li>
* <li> <p>Script</p> </li> <li> <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li>
* <p>GameSessionQueue</p> </li> <li> <p>MatchmakingConfiguration</p> </li> <li>
* <p>MatchmakingRuleSet</p> </li> </ul> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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:</p> <ul> <li> <p>Build</p> </li> <li> <p>Script</p> </li> <li>
* <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li> <p>GameSessionQueue</p> </li>
* <li> <p>MatchmakingConfiguration</p> </li> <li> <p>MatchmakingRuleSet</p> </li>
* </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource">AWS
* API Reference</a></p>
*/
virtual Model::UntagResourceOutcome UntagResource(const Model::UntagResourceRequest& request) const;
/**
* <p>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:</p> <ul> <li> <p>Build</p> </li> <li> <p>Script</p> </li> <li>
* <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li> <p>GameSessionQueue</p> </li>
* <li> <p>MatchmakingConfiguration</p> </li> <li> <p>MatchmakingRuleSet</p> </li>
* </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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:</p> <ul> <li> <p>Build</p> </li> <li> <p>Script</p> </li> <li>
* <p>Fleet</p> </li> <li> <p>Alias</p> </li> <li> <p>GameSessionQueue</p> </li>
* <li> <p>MatchmakingConfiguration</p> </li> <li> <p>MatchmakingRuleSet</p> </li>
* </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* AWS Resources</a> in the <i>AWS General Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* AWS Tagging Strategies</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>TagResource</a> </p> </li> <li> <p> <a>UntagResource</a> </p> </li> <li> <p>
* <a>ListTagsForResource</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <ul> <li> <p> <a>CreateAlias</a> </p> </li> <li>
* <p> <a>ListAliases</a> </p> </li> <li> <p> <a>DescribeAlias</a> </p> </li> <li>
* <p> <a>UpdateAlias</a> </p> </li> <li> <p> <a>DeleteAlias</a> </p> </li> <li>
* <p> <a>ResolveAlias</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias">AWS
* API Reference</a></p>
*/
virtual Model::UpdateAliasOutcome UpdateAlias(const Model::UpdateAliasRequest& request) const;
/**
* <p>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.</p> <ul> <li> <p> <a>CreateAlias</a> </p> </li> <li>
* <p> <a>ListAliases</a> </p> </li> <li> <p> <a>DescribeAlias</a> </p> </li> <li>
* <p> <a>UpdateAlias</a> </p> </li> <li> <p> <a>DeleteAlias</a> </p> </li> <li>
* <p> <a>ResolveAlias</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <ul> <li> <p> <a>CreateAlias</a> </p> </li> <li>
* <p> <a>ListAliases</a> </p> </li> <li> <p> <a>DescribeAlias</a> </p> </li> <li>
* <p> <a>UpdateAlias</a> </p> </li> <li> <p> <a>DeleteAlias</a> </p> </li> <li>
* <p> <a>ResolveAlias</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild">AWS
* API Reference</a></p>
*/
virtual Model::UpdateBuildOutcome UpdateBuild(const Model::UpdateBuildRequest& request) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p> </li>
* <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p> </li>
* <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes">AWS
* API Reference</a></p>
*/
virtual Model::UpdateFleetAttributesOutcome UpdateFleetAttributes(const Model::UpdateFleetAttributesRequest& request) const;
/**
* <p>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.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>DescribeEC2InstanceLimits</a> to get the
* maximum capacity based on the fleet's EC2 instance type.</p> <p>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 <a>PutScalingPolicy</a>) to allow capacity to adjust based on
* player demand while imposing limits on automatic adjustments.</p> <p>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
* <a>DescribeFleetCapacity</a>. If the desired instance count is higher than the
* instance type's limit, the "Limit Exceeded" exception occurs.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity">AWS
* API Reference</a></p>
*/
virtual Model::UpdateFleetCapacityOutcome UpdateFleetCapacity(const Model::UpdateFleetCapacityRequest& request) const;
/**
* <p>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 <a>DescribeEC2InstanceLimits</a> to get the
* maximum capacity based on the fleet's EC2 instance type.</p> <p>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 <a>PutScalingPolicy</a>) to allow capacity to adjust based on
* player demand while imposing limits on automatic adjustments.</p> <p>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
* <a>DescribeFleetCapacity</a>. If the desired instance count is higher than the
* instance type's limit, the "Limit Exceeded" exception occurs.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>DescribeEC2InstanceLimits</a> to get the
* maximum capacity based on the fleet's EC2 instance type.</p> <p>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 <a>PutScalingPolicy</a>) to allow capacity to adjust based on
* player demand while imposing limits on automatic adjustments.</p> <p>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
* <a>DescribeFleetCapacity</a>. If the desired instance count is higher than the
* instance type's limit, the "Limit Exceeded" exception occurs.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <code>InboundPermissionAuthorizations</code>, and permissions
* you want to remove in <code>InboundPermissionRevocations</code>. Permissions to
* be removed must match existing fleet permissions. If successful, the fleet ID
* for the updated fleet is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings">AWS
* API Reference</a></p>
*/
virtual Model::UpdateFleetPortSettingsOutcome UpdateFleetPortSettings(const Model::UpdateFleetPortSettingsRequest& request) const;
/**
* <p>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 <code>InboundPermissionAuthorizations</code>, and permissions
* you want to remove in <code>InboundPermissionRevocations</code>. Permissions to
* be removed must match existing fleet permissions. If successful, the fleet ID
* for the updated fleet is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <code>InboundPermissionAuthorizations</code>, and permissions
* you want to remove in <code>InboundPermissionRevocations</code>. Permissions to
* be removed must match existing fleet permissions. If successful, the fleet ID
* for the updated fleet is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.</p> <ul> <li> <p>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. </p> </li> <li> <p>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.</p> </li> <li> <p>To change game server metadata,
* provide updated game server data and custom sort key values.</p> </li> </ul>
* <p>Once a game server is successfully updated, the relevant statuses and
* timestamps are updated.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameServerOutcome UpdateGameServer(const Model::UpdateGameServerRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.</p> <ul> <li> <p>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. </p> </li> <li> <p>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.</p> </li> <li> <p>To change game server metadata,
* provide updated game server data and custom sort key values.</p> </li> </ul>
* <p>Once a game server is successfully updated, the relevant statuses and
* timestamps are updated.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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.</p> <ul> <li> <p>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. </p> </li> <li> <p>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.</p> </li> <li> <p>To change game server metadata,
* provide updated game server data and custom sort key values.</p> </li> </ul>
* <p>Once a game server is successfully updated, the relevant statuses and
* timestamps are updated.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>RegisterGameServer</a> </p> </li> <li> <p> <a>ListGameServers</a> </p> </li>
* <li> <p> <a>ClaimGameServer</a> </p> </li> <li> <p> <a>DescribeGameServer</a>
* </p> </li> <li> <p> <a>UpdateGameServer</a> </p> </li> <li> <p>
* <a>DeregisterGameServer</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>To update
* the game server group, specify the game server group ID and provide the updated
* values.</p> <p>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.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html">Updating
* a GameLift FleetIQ-Linked Auto Scaling Group</a> </p> <p> <b>Related
* operations</b> </p> <ul> <li> <p> <a>CreateGameServerGroup</a> </p> </li> <li>
* <p> <a>ListGameServerGroups</a> </p> </li> <li> <p>
* <a>DescribeGameServerGroup</a> </p> </li> <li> <p> <a>UpdateGameServerGroup</a>
* </p> </li> <li> <p> <a>DeleteGameServerGroup</a> </p> </li> <li> <p>
* <a>ResumeGameServerGroup</a> </p> </li> <li> <p> <a>SuspendGameServerGroup</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameServerGroupOutcome UpdateGameServerGroup(const Model::UpdateGameServerGroupRequest& request) const;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>To update
* the game server group, specify the game server group ID and provide the updated
* values.</p> <p>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.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html">Updating
* a GameLift FleetIQ-Linked Auto Scaling Group</a> </p> <p> <b>Related
* operations</b> </p> <ul> <li> <p> <a>CreateGameServerGroup</a> </p> </li> <li>
* <p> <a>ListGameServerGroups</a> </p> </li> <li> <p>
* <a>DescribeGameServerGroup</a> </p> </li> <li> <p> <a>UpdateGameServerGroup</a>
* </p> </li> <li> <p> <a>DeleteGameServerGroup</a> </p> </li> <li> <p>
* <a>ResumeGameServerGroup</a> </p> </li> <li> <p> <a>SuspendGameServerGroup</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup">AWS
* API Reference</a></p>
*
* 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;
/**
* <p> <b>This action is part of Amazon GameLift FleetIQ with game server groups,
* which is in preview release and is subject to change.</b> </p> <p>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. </p> <p>To update
* the game server group, specify the game server group ID and provide the updated
* values.</p> <p>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.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-intro.html">GameLift
* FleetIQ Guide</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-asgroups.html">Updating
* a GameLift FleetIQ-Linked Auto Scaling Group</a> </p> <p> <b>Related
* operations</b> </p> <ul> <li> <p> <a>CreateGameServerGroup</a> </p> </li> <li>
* <p> <a>ListGameServerGroups</a> </p> </li> <li> <p>
* <a>DescribeGameServerGroup</a> </p> </li> <li> <p> <a>UpdateGameServerGroup</a>
* </p> </li> <li> <p> <a>DeleteGameServerGroup</a> </p> </li> <li> <p>
* <a>ResumeGameServerGroup</a> </p> </li> <li> <p> <a>SuspendGameServerGroup</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <a>GameSession</a> object is returned. </p>
* <ul> <li> <p> <a>CreateGameSession</a> </p> </li> <li> <p>
* <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameSessionOutcome UpdateGameSession(const Model::UpdateGameSessionRequest& request) const;
/**
* <p>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 <a>GameSession</a> object is returned. </p>
* <ul> <li> <p> <a>CreateGameSession</a> </p> </li> <li> <p>
* <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <a>GameSession</a> object is returned. </p>
* <ul> <li> <p> <a>CreateGameSession</a> </p> </li> <li> <p>
* <a>DescribeGameSessions</a> </p> </li> <li> <p>
* <a>DescribeGameSessionDetails</a> </p> </li> <li> <p> <a>SearchGameSessions</a>
* </p> </li> <li> <p> <a>UpdateGameSession</a> </p> </li> <li> <p>
* <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session placements</p> <ul>
* <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameSessionQueueOutcome UpdateGameSessionQueue(const Model::UpdateGameSessionQueueRequest& request) const;
/**
* <p>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. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">
* Design a FlexMatch Matchmaker</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::UpdateMatchmakingConfigurationOutcome UpdateMatchmakingConfiguration(const Model::UpdateMatchmakingConfigurationRequest& request) const;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">
* Design a FlexMatch Matchmaker</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html">
* Design a FlexMatch Matchmaker</a> </p> <p> <b>Related operations</b> </p> <ul>
* <li> <p> <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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 <code>ACTIVE</code> status.</p> <p>To
* update runtime configuration, specify the fleet ID and provide a
* <code>RuntimeConfiguration</code> object with an updated set of server process
* configurations.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::UpdateRuntimeConfigurationOutcome UpdateRuntimeConfiguration(const Model::UpdateRuntimeConfigurationRequest& request) const;
/**
* <p>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 <code>ACTIVE</code> status.</p> <p>To
* update runtime configuration, specify the fleet ID and provide a
* <code>RuntimeConfiguration</code> object with an updated set of server process
* configurations.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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 <code>ACTIVE</code> status.</p> <p>To
* update runtime configuration, specify the fleet ID and provide a
* <code>RuntimeConfiguration</code> object with an updated set of server process
* configurations.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up GameLift Fleets</a> </p> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateFleet</a> </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p>
* <a>DeleteFleet</a> </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li>
* <li> <p>Update fleets:</p> <ul> <li> <p> <a>UpdateFleetAttributes</a> </p> </li>
* <li> <p> <a>UpdateFleetCapacity</a> </p> </li> <li> <p>
* <a>UpdateFleetPortSettings</a> </p> </li> <li> <p>
* <a>UpdateRuntimeConfiguration</a> </p> </li> </ul> </li> <li> <p>
* <a>StartFleetActions</a> or <a>StopFleetActions</a> </p> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>Updates Realtime script metadata and content.</p> <p>To update script
* metadata, specify the script ID and provide updated name and/or version values.
* </p> <p>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 <i>Version</i>
* parameter to track updates to the script.</p> <p>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. </p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript">AWS
* API Reference</a></p>
*/
virtual Model::UpdateScriptOutcome UpdateScript(const Model::UpdateScriptRequest& request) const;
/**
* <p>Updates Realtime script metadata and content.</p> <p>To update script
* metadata, specify the script ID and provide updated name and/or version values.
* </p> <p>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 <i>Version</i>
* parameter to track updates to the script.</p> <p>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. </p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>Updates Realtime script metadata and content.</p> <p>To update script
* metadata, specify the script ID and provide updated name and/or version values.
* </p> <p>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 <i>Version</i>
* parameter to track updates to the script.</p> <p>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. </p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related operations</b> </p> <ul> <li>
* <p> <a>CreateScript</a> </p> </li> <li> <p> <a>ListScripts</a> </p> </li> <li>
* <p> <a>DescribeScript</a> </p> </li> <li> <p> <a>UpdateScript</a> </p> </li>
* <li> <p> <a>DeleteScript</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& context = nullptr) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet">AWS
* API Reference</a></p>
*/
virtual Model::ValidateMatchmakingRuleSetOutcome ValidateMatchmakingRuleSet(const Model::ValidateMatchmakingRuleSetRequest& request) const;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet">AWS
* API Reference</a></p>
*
* 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;
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html">Build
* a Rule Set</a> </p> </li> </ul> <p> <b>Related operations</b> </p> <ul> <li> <p>
* <a>CreateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingConfigurations</a> </p> </li> <li> <p>
* <a>UpdateMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingConfiguration</a> </p> </li> <li> <p>
* <a>CreateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DescribeMatchmakingRuleSets</a> </p> </li> <li> <p>
* <a>ValidateMatchmakingRuleSet</a> </p> </li> <li> <p>
* <a>DeleteMatchmakingRuleSet</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet">AWS
* API Reference</a></p>
*
* 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<const Aws::Client::AsyncCallerContext>& 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<const Aws::Client::AsyncCallerContext>& context) const;
void ClaimGameServerAsyncHelper(const Model::ClaimGameServerRequest& request, const ClaimGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateAliasAsyncHelper(const Model::CreateAliasRequest& request, const CreateAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateBuildAsyncHelper(const Model::CreateBuildRequest& request, const CreateBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateFleetAsyncHelper(const Model::CreateFleetRequest& request, const CreateFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateGameServerGroupAsyncHelper(const Model::CreateGameServerGroupRequest& request, const CreateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateGameSessionAsyncHelper(const Model::CreateGameSessionRequest& request, const CreateGameSessionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateGameSessionQueueAsyncHelper(const Model::CreateGameSessionQueueRequest& request, const CreateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateMatchmakingConfigurationAsyncHelper(const Model::CreateMatchmakingConfigurationRequest& request, const CreateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateMatchmakingRuleSetAsyncHelper(const Model::CreateMatchmakingRuleSetRequest& request, const CreateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreatePlayerSessionAsyncHelper(const Model::CreatePlayerSessionRequest& request, const CreatePlayerSessionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreatePlayerSessionsAsyncHelper(const Model::CreatePlayerSessionsRequest& request, const CreatePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateScriptAsyncHelper(const Model::CreateScriptRequest& request, const CreateScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateVpcPeeringAuthorizationAsyncHelper(const Model::CreateVpcPeeringAuthorizationRequest& request, const CreateVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void CreateVpcPeeringConnectionAsyncHelper(const Model::CreateVpcPeeringConnectionRequest& request, const CreateVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteAliasAsyncHelper(const Model::DeleteAliasRequest& request, const DeleteAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteBuildAsyncHelper(const Model::DeleteBuildRequest& request, const DeleteBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteFleetAsyncHelper(const Model::DeleteFleetRequest& request, const DeleteFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteGameServerGroupAsyncHelper(const Model::DeleteGameServerGroupRequest& request, const DeleteGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteGameSessionQueueAsyncHelper(const Model::DeleteGameSessionQueueRequest& request, const DeleteGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteMatchmakingConfigurationAsyncHelper(const Model::DeleteMatchmakingConfigurationRequest& request, const DeleteMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteMatchmakingRuleSetAsyncHelper(const Model::DeleteMatchmakingRuleSetRequest& request, const DeleteMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteScalingPolicyAsyncHelper(const Model::DeleteScalingPolicyRequest& request, const DeleteScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteScriptAsyncHelper(const Model::DeleteScriptRequest& request, const DeleteScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteVpcPeeringAuthorizationAsyncHelper(const Model::DeleteVpcPeeringAuthorizationRequest& request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeleteVpcPeeringConnectionAsyncHelper(const Model::DeleteVpcPeeringConnectionRequest& request, const DeleteVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DeregisterGameServerAsyncHelper(const Model::DeregisterGameServerRequest& request, const DeregisterGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeAliasAsyncHelper(const Model::DescribeAliasRequest& request, const DescribeAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeBuildAsyncHelper(const Model::DescribeBuildRequest& request, const DescribeBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeEC2InstanceLimitsAsyncHelper(const Model::DescribeEC2InstanceLimitsRequest& request, const DescribeEC2InstanceLimitsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeFleetAttributesAsyncHelper(const Model::DescribeFleetAttributesRequest& request, const DescribeFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeFleetCapacityAsyncHelper(const Model::DescribeFleetCapacityRequest& request, const DescribeFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeFleetEventsAsyncHelper(const Model::DescribeFleetEventsRequest& request, const DescribeFleetEventsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeFleetPortSettingsAsyncHelper(const Model::DescribeFleetPortSettingsRequest& request, const DescribeFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeFleetUtilizationAsyncHelper(const Model::DescribeFleetUtilizationRequest& request, const DescribeFleetUtilizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeGameServerAsyncHelper(const Model::DescribeGameServerRequest& request, const DescribeGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeGameServerGroupAsyncHelper(const Model::DescribeGameServerGroupRequest& request, const DescribeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeGameSessionDetailsAsyncHelper(const Model::DescribeGameSessionDetailsRequest& request, const DescribeGameSessionDetailsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeGameSessionPlacementAsyncHelper(const Model::DescribeGameSessionPlacementRequest& request, const DescribeGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeGameSessionQueuesAsyncHelper(const Model::DescribeGameSessionQueuesRequest& request, const DescribeGameSessionQueuesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeGameSessionsAsyncHelper(const Model::DescribeGameSessionsRequest& request, const DescribeGameSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeInstancesAsyncHelper(const Model::DescribeInstancesRequest& request, const DescribeInstancesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeMatchmakingAsyncHelper(const Model::DescribeMatchmakingRequest& request, const DescribeMatchmakingResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeMatchmakingConfigurationsAsyncHelper(const Model::DescribeMatchmakingConfigurationsRequest& request, const DescribeMatchmakingConfigurationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeMatchmakingRuleSetsAsyncHelper(const Model::DescribeMatchmakingRuleSetsRequest& request, const DescribeMatchmakingRuleSetsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribePlayerSessionsAsyncHelper(const Model::DescribePlayerSessionsRequest& request, const DescribePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeRuntimeConfigurationAsyncHelper(const Model::DescribeRuntimeConfigurationRequest& request, const DescribeRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeScalingPoliciesAsyncHelper(const Model::DescribeScalingPoliciesRequest& request, const DescribeScalingPoliciesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeScriptAsyncHelper(const Model::DescribeScriptRequest& request, const DescribeScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeVpcPeeringAuthorizationsAsyncHelper(const Model::DescribeVpcPeeringAuthorizationsRequest& request, const DescribeVpcPeeringAuthorizationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void DescribeVpcPeeringConnectionsAsyncHelper(const Model::DescribeVpcPeeringConnectionsRequest& request, const DescribeVpcPeeringConnectionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void GetGameSessionLogUrlAsyncHelper(const Model::GetGameSessionLogUrlRequest& request, const GetGameSessionLogUrlResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void GetInstanceAccessAsyncHelper(const Model::GetInstanceAccessRequest& request, const GetInstanceAccessResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListAliasesAsyncHelper(const Model::ListAliasesRequest& request, const ListAliasesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListBuildsAsyncHelper(const Model::ListBuildsRequest& request, const ListBuildsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListFleetsAsyncHelper(const Model::ListFleetsRequest& request, const ListFleetsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListGameServerGroupsAsyncHelper(const Model::ListGameServerGroupsRequest& request, const ListGameServerGroupsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListGameServersAsyncHelper(const Model::ListGameServersRequest& request, const ListGameServersResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListScriptsAsyncHelper(const Model::ListScriptsRequest& request, const ListScriptsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ListTagsForResourceAsyncHelper(const Model::ListTagsForResourceRequest& request, const ListTagsForResourceResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void PutScalingPolicyAsyncHelper(const Model::PutScalingPolicyRequest& request, const PutScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void RegisterGameServerAsyncHelper(const Model::RegisterGameServerRequest& request, const RegisterGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void RequestUploadCredentialsAsyncHelper(const Model::RequestUploadCredentialsRequest& request, const RequestUploadCredentialsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ResolveAliasAsyncHelper(const Model::ResolveAliasRequest& request, const ResolveAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ResumeGameServerGroupAsyncHelper(const Model::ResumeGameServerGroupRequest& request, const ResumeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void SearchGameSessionsAsyncHelper(const Model::SearchGameSessionsRequest& request, const SearchGameSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StartFleetActionsAsyncHelper(const Model::StartFleetActionsRequest& request, const StartFleetActionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StartGameSessionPlacementAsyncHelper(const Model::StartGameSessionPlacementRequest& request, const StartGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StartMatchBackfillAsyncHelper(const Model::StartMatchBackfillRequest& request, const StartMatchBackfillResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StartMatchmakingAsyncHelper(const Model::StartMatchmakingRequest& request, const StartMatchmakingResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StopFleetActionsAsyncHelper(const Model::StopFleetActionsRequest& request, const StopFleetActionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StopGameSessionPlacementAsyncHelper(const Model::StopGameSessionPlacementRequest& request, const StopGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void StopMatchmakingAsyncHelper(const Model::StopMatchmakingRequest& request, const StopMatchmakingResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void SuspendGameServerGroupAsyncHelper(const Model::SuspendGameServerGroupRequest& request, const SuspendGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void TagResourceAsyncHelper(const Model::TagResourceRequest& request, const TagResourceResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UntagResourceAsyncHelper(const Model::UntagResourceRequest& request, const UntagResourceResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateAliasAsyncHelper(const Model::UpdateAliasRequest& request, const UpdateAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateBuildAsyncHelper(const Model::UpdateBuildRequest& request, const UpdateBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateFleetAttributesAsyncHelper(const Model::UpdateFleetAttributesRequest& request, const UpdateFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateFleetCapacityAsyncHelper(const Model::UpdateFleetCapacityRequest& request, const UpdateFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateFleetPortSettingsAsyncHelper(const Model::UpdateFleetPortSettingsRequest& request, const UpdateFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateGameServerAsyncHelper(const Model::UpdateGameServerRequest& request, const UpdateGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateGameServerGroupAsyncHelper(const Model::UpdateGameServerGroupRequest& request, const UpdateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateGameSessionAsyncHelper(const Model::UpdateGameSessionRequest& request, const UpdateGameSessionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateGameSessionQueueAsyncHelper(const Model::UpdateGameSessionQueueRequest& request, const UpdateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateMatchmakingConfigurationAsyncHelper(const Model::UpdateMatchmakingConfigurationRequest& request, const UpdateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateRuntimeConfigurationAsyncHelper(const Model::UpdateRuntimeConfigurationRequest& request, const UpdateRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void UpdateScriptAsyncHelper(const Model::UpdateScriptRequest& request, const UpdateScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
void ValidateMatchmakingRuleSetAsyncHelper(const Model::ValidateMatchmakingRuleSetRequest& request, const ValidateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context) const;
Aws::String m_uri;
Aws::String m_configScheme;
std::shared_ptr<Aws::Utils::Threading::Executor> m_executor;
};
} // namespace GameLift
} // namespace Aws