@ThreadSafe @Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class AmazonGameLiftAsyncClient extends AmazonGameLiftClient implements AmazonGameLiftAsync
AsyncHandler can be used to receive
notification when an asynchronous operation completes.
Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools to acquire computing resources and deploy game servers, scale game server capacity to meed player demand, and track in-depth metrics on player usage and server performance.
The Amazon GameLift service API includes important functionality to:
Find game sessions and match players to games – Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
Configure and manage game server resources – Manage builds, fleets, queues, and aliases; set autoscaling policies; retrieve logs and metrics.
This reference guide describes the low-level service API for Amazon GameLift. We recommend using either the Amazon Web Services software development kit (AWS SDK), available in multiple languages, or the AWS command-line interface (CLI) tool. Both of these align with the low-level service API. In addition, you can use the AWS Management Console for Amazon GameLift for many administrative actions.
MORE RESOURCES
Amazon GameLift Developer Guide – Learn more about Amazon GameLift features and how to use them.
Lumberyard and Amazon GameLift Tutorials – Get started fast with walkthroughs and sample projects.
GameDev Blog – Stay up to date with new features and techniques.
GameDev Forums – Connect with the GameDev community.
Amazon GameLift Document History – See changes to the Amazon GameLift service, SDKs, and documentation, as well as links to release notes.
API SUMMARY
This list offers a functional overview of the Amazon GameLift service API.
Finding Games and Joining Players
You can enable players to connect to game servers on Amazon GameLift from a game client or through a game service (such as a matchmaking service). You can use these operations to discover actively running game or start new games. You can also match players to games, either singly or as a group.
Discover existing game sessions
SearchGameSessions – Get all available game sessions or search for game sessions that match a set of criteria.
Start a new game session
Game session placement – Use a queue to process new game session requests and create game sessions on fleets designated for the queue.
StartGameSessionPlacement – Request a new game session placement and add one or more players to it.
DescribeGameSessionPlacement – Get details on a placement request, including status.
StopGameSessionPlacement – Cancel a placement request.
CreateGameSession – Start a new game session on a specific fleet.
Manage game session objects
DescribeGameSessionDetails – Retrieve metadata and protection policies associated with one or more game sessions, including length of time active and current player count.
UpdateGameSession – Change game session settings, such as maximum player count and join policy.
GetGameSessionLogUrl – Get the location of saved logs for a game session.
Manage player sessions objects
CreatePlayerSession – Send a request for a player to join a game session.
CreatePlayerSessions – Send a request for multiple players to join a game session.
DescribePlayerSessions – Get details on player activity, including status, playing time, and player data.
Setting Up and Managing Game Servers
When setting up Amazon GameLift, first create a game build and upload the files to Amazon GameLift. Then use these operations to set up a fleet of resources to run your game servers. Manage games to scale capacity, adjust configuration settings, access raw utilization data, and more.
Manage game builds
CreateBuild – Create a new build by uploading files stored in an Amazon S3 bucket. (To create a build stored
at a local file location, use the AWS CLI command upload-build.)
ListBuilds – Get a list of all builds uploaded to a Amazon GameLift region.
DescribeBuild – Retrieve information associated with a build.
UpdateBuild – Change build metadata, including build name and version.
DeleteBuild – Remove a build from Amazon GameLift.
Manage fleets
CreateFleet – Configure and activate a new fleet to run a build's game servers.
DeleteFleet – Terminate a fleet that is no longer running game servers or hosting players.
View / update fleet configurations.
ListFleets – Get a list of all fleet IDs in a Amazon GameLift region (all statuses).
DescribeFleetAttributes / UpdateFleetAttributes – View or change a fleet's metadata and settings for game session protection and resource creation limits.
DescribeFleetPortSettings / UpdateFleetPortSettings – View or change the inbound permissions (IP address and port setting ranges) allowed for a fleet.
DescribeRuntimeConfiguration / UpdateRuntimeConfiguration – View or change what server processes (and how many) to run on each instance in a fleet.
DescribeInstances – Get information on each instance in a fleet, including instance ID, IP address, and status.
Control fleet capacity
DescribeEC2InstanceLimits – Retrieve maximum number of instances allowed for the current AWS account and the current usage level.
DescribeFleetCapacity / UpdateFleetCapacity – Retrieve the capacity settings and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.
Autoscale – Manage autoscaling rules and apply them to a fleet.
PutScalingPolicy – Create a new autoscaling policy, or update an existing one.
DescribeScalingPolicies – Retrieve an existing autoscaling policy.
DeleteScalingPolicy – Delete an autoscaling policy and stop it from affecting a fleet's capacity.
Access fleet activity statistics
DescribeFleetUtilization – Get current data on the number of server processes, game sessions, and players currently active on a fleet.
DescribeFleetEvents – Get a fleet's logged events for a specified time span.
DescribeGameSessions – Retrieve metadata associated with one or more game sessions, including length of time active and current player count.
Remotely access an instance
GetInstanceAccess – Request access credentials needed to remotely connect to a specified instance on a fleet.
Manage fleet aliases
CreateAlias – Define a new alias and optionally assign it to a fleet.
ListAliases – Get all fleet aliases defined in a Amazon GameLift region.
DescribeAlias – Retrieve information on an existing alias.
UpdateAlias – Change settings for a alias, such as redirecting it from one fleet to another.
DeleteAlias – Remove an alias from the region.
ResolveAlias – Get the fleet ID that a specified alias points to.
Manage game session queues
CreateGameSessionQueue – Create a queue for processing requests for new game sessions.
DescribeGameSessionQueues – Get data on all game session queues defined in a Amazon GameLift region.
UpdateGameSessionQueue – Change the configuration of a game session queue.
DeleteGameSessionQueue – Remove a game session queue from the region.
LOGGING_AWS_REQUEST_METRICENDPOINT_PREFIX| Constructor and Description |
|---|
AmazonGameLiftAsyncClient()
Deprecated.
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AmazonGameLiftAsyncClient(AWSCredentials awsCredentials)
Deprecated.
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AmazonGameLiftAsyncClient(AWSCredentials awsCredentials,
ClientConfiguration clientConfiguration,
ExecutorService executorService)
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AmazonGameLiftAsyncClient(AWSCredentials awsCredentials,
ExecutorService executorService)
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AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider)
Deprecated.
|
AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider,
ClientConfiguration clientConfiguration)
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AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider,
ClientConfiguration clientConfiguration,
ExecutorService executorService)
|
AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider,
ExecutorService executorService)
|
AmazonGameLiftAsyncClient(ClientConfiguration clientConfiguration)
Deprecated.
|
builder, createAlias, createBuild, createFleet, createGameSession, createGameSessionQueue, createPlayerSession, createPlayerSessions, deleteAlias, deleteBuild, deleteFleet, deleteGameSessionQueue, deleteScalingPolicy, describeAlias, describeBuild, describeEC2InstanceLimits, describeFleetAttributes, describeFleetCapacity, describeFleetEvents, describeFleetPortSettings, describeFleetUtilization, describeGameSessionDetails, describeGameSessionPlacement, describeGameSessionQueues, describeGameSessions, describeInstances, describePlayerSessions, describeRuntimeConfiguration, describeScalingPolicies, getCachedResponseMetadata, getGameSessionLogUrl, getInstanceAccess, listAliases, listBuilds, listFleets, putScalingPolicy, requestUploadCredentials, resolveAlias, searchGameSessions, startGameSessionPlacement, stopGameSessionPlacement, updateAlias, updateBuild, updateFleetAttributes, updateFleetCapacity, updateFleetPortSettings, updateGameSession, updateGameSessionQueue, updateRuntimeConfigurationaddRequestHandler, addRequestHandler, configureRegion, getEndpointPrefix, getRequestMetricsCollector, getServiceName, getSignerByURI, getSignerOverride, getSignerRegionOverride, getTimeOffset, makeImmutable, removeRequestHandler, removeRequestHandler, setEndpoint, setRegion, setServiceNameIntern, setSignerRegionOverride, setTimeOffset, withEndpoint, withRegion, withRegion, withTimeOffsetequals, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitcreateAlias, createBuild, createFleet, createGameSession, createGameSessionQueue, createPlayerSession, createPlayerSessions, deleteAlias, deleteBuild, deleteFleet, deleteGameSessionQueue, deleteScalingPolicy, describeAlias, describeBuild, describeEC2InstanceLimits, describeFleetAttributes, describeFleetCapacity, describeFleetEvents, describeFleetPortSettings, describeFleetUtilization, describeGameSessionDetails, describeGameSessionPlacement, describeGameSessionQueues, describeGameSessions, describeInstances, describePlayerSessions, describeRuntimeConfiguration, describeScalingPolicies, getCachedResponseMetadata, getGameSessionLogUrl, getInstanceAccess, listAliases, listBuilds, listFleets, putScalingPolicy, requestUploadCredentials, resolveAlias, searchGameSessions, setEndpoint, setRegion, startGameSessionPlacement, stopGameSessionPlacement, updateAlias, updateBuild, updateFleetAttributes, updateFleetCapacity, updateFleetPortSettings, updateGameSession, updateGameSessionQueue, updateRuntimeConfiguration@Deprecated public AmazonGameLiftAsyncClient()
AmazonGameLiftAsyncClientBuilder.defaultClient()Asynchronous methods are delegated to a fixed-size thread pool containing 50 threads (to match the default maximum number of concurrent connections to the service).
@Deprecated public AmazonGameLiftAsyncClient(ClientConfiguration clientConfiguration)
AwsClientBuilder.withClientConfiguration(ClientConfiguration)
Asynchronous methods are delegated to a fixed-size thread pool containing a number of threads equal to the
maximum number of concurrent connections configured via ClientConfiguration.getMaxConnections().
clientConfiguration - The client configuration options controlling how this client connects to Amazon GameLift (ex: proxy
settings, retry counts, etc).DefaultAWSCredentialsProviderChain,
Executors.newFixedThreadPool(int)@Deprecated public AmazonGameLiftAsyncClient(AWSCredentials awsCredentials)
AwsClientBuilder.withCredentials(AWSCredentialsProvider)Asynchronous methods are delegated to a fixed-size thread pool containing 50 threads (to match the default maximum number of concurrent connections to the service).
awsCredentials - The AWS credentials (access key ID and secret key) to use when authenticating with AWS services.Executors.newFixedThreadPool(int)@Deprecated public AmazonGameLiftAsyncClient(AWSCredentials awsCredentials, ExecutorService executorService)
AwsClientBuilder.withCredentials(AWSCredentialsProvider) and
AwsAsyncClientBuilder.withExecutorFactory(com.amazonaws.client.builder.ExecutorFactory)awsCredentials - The AWS credentials (access key ID and secret key) to use when authenticating with AWS services.executorService - The executor service by which all asynchronous requests will be executed.@Deprecated public AmazonGameLiftAsyncClient(AWSCredentials awsCredentials, ClientConfiguration clientConfiguration, ExecutorService executorService)
AwsClientBuilder.withCredentials(AWSCredentialsProvider) and
AwsClientBuilder.withClientConfiguration(ClientConfiguration) and
AwsAsyncClientBuilder.withExecutorFactory(com.amazonaws.client.builder.ExecutorFactory)awsCredentials - The AWS credentials (access key ID and secret key) to use when authenticating with AWS services.clientConfiguration - Client configuration options (ex: max retry limit, proxy settings, etc).executorService - The executor service by which all asynchronous requests will be executed.@Deprecated public AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider)
AwsClientBuilder.withCredentials(AWSCredentialsProvider)Asynchronous methods are delegated to a fixed-size thread pool containing 50 threads (to match the default maximum number of concurrent connections to the service).
awsCredentialsProvider - The AWS credentials provider which will provide credentials to authenticate requests with AWS services.Executors.newFixedThreadPool(int)@Deprecated public AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider, ClientConfiguration clientConfiguration)
AwsClientBuilder.withCredentials(AWSCredentialsProvider) and
AwsClientBuilder.withClientConfiguration(ClientConfiguration)
Asynchronous methods are delegated to a fixed-size thread pool containing a number of threads equal to the
maximum number of concurrent connections configured via ClientConfiguration.getMaxConnections().
awsCredentialsProvider - The AWS credentials provider which will provide credentials to authenticate requests with AWS services.clientConfiguration - Client configuration options (ex: max retry limit, proxy settings, etc).DefaultAWSCredentialsProviderChain,
Executors.newFixedThreadPool(int)@Deprecated public AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider, ExecutorService executorService)
AwsClientBuilder.withCredentials(AWSCredentialsProvider) and
AwsAsyncClientBuilder.withExecutorFactory(com.amazonaws.client.builder.ExecutorFactory)awsCredentialsProvider - The AWS credentials provider which will provide credentials to authenticate requests with AWS services.executorService - The executor service by which all asynchronous requests will be executed.@Deprecated public AmazonGameLiftAsyncClient(AWSCredentialsProvider awsCredentialsProvider, ClientConfiguration clientConfiguration, ExecutorService executorService)
AwsClientBuilder.withCredentials(AWSCredentialsProvider) and
AwsClientBuilder.withClientConfiguration(ClientConfiguration) and
AwsAsyncClientBuilder.withExecutorFactory(com.amazonaws.client.builder.ExecutorFactory)awsCredentialsProvider - The AWS credentials provider which will provide credentials to authenticate requests with AWS services.clientConfiguration - Client configuration options (ex: max retry limit, proxy settings, etc).executorService - The executor service by which all asynchronous requests will be executed.public static AmazonGameLiftAsyncClientBuilder asyncBuilder()
public ExecutorService getExecutorService()
public Future<CreateAliasResult> createAliasAsync(CreateAliasRequest request)
AmazonGameLiftAsync
Creates an alias and sets a target fleet. A fleet alias can be used in place of a fleet ID, such as when calling
CreateGameSession from a game client or game service or adding destinations to a game session queue.
By changing an alias's target fleet, you can switch your players to the new fleet without changing any other
component. In production, this feature is particularly useful to redirect your player base seamlessly to the
latest game server update.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.
To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.
createAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<CreateAliasResult> createAliasAsync(CreateAliasRequest request, AsyncHandler<CreateAliasRequest,CreateAliasResult> asyncHandler)
AmazonGameLiftAsync
Creates an alias and sets a target fleet. A fleet alias can be used in place of a fleet ID, such as when calling
CreateGameSession from a game client or game service or adding destinations to a game session queue.
By changing an alias's target fleet, you can switch your players to the new fleet without changing any other
component. In production, this feature is particularly useful to redirect your player base seamlessly to the
latest game server update.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.
To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.
createAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<CreateBuildResult> createBuildAsync(CreateBuildRequest request)
AmazonGameLiftAsync
Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage
Service (Amazon S3) location. When using this API call, you must create a .zip file containing all
of the build files and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build
files and creating a build, see Uploading Your Game to
Amazon GameLift.
Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket in your AWS account. To
create a build using files stored in a directory, use the CLI command upload-build
, which uploads the build files from a file location you specify and creates a build.
To create a new build using CreateBuild, identify the storage location and operating system of your
game build. You also have the option of specifying a build name and version. If successful, this action creates a
new build record with an unique build ID and in INITIALIZED status. Use the API call
DescribeBuild to check the status of your build. A build must be in READY status before it
can be used to create fleets to host your game.
createBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<CreateBuildResult> createBuildAsync(CreateBuildRequest request, AsyncHandler<CreateBuildRequest,CreateBuildResult> asyncHandler)
AmazonGameLiftAsync
Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage
Service (Amazon S3) location. When using this API call, you must create a .zip file containing all
of the build files and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build
files and creating a build, see Uploading Your Game to
Amazon GameLift.
Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket in your AWS account. To
create a build using files stored in a directory, use the CLI command upload-build
, which uploads the build files from a file location you specify and creates a build.
To create a new build using CreateBuild, identify the storage location and operating system of your
game build. You also have the option of specifying a build name and version. If successful, this action creates a
new build record with an unique build ID and in INITIALIZED status. Use the API call
DescribeBuild to check the status of your build. A build must be in READY status before it
can be used to create fleets to host your game.
createBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<CreateFleetResult> createFleetAsync(CreateFleetRequest request)
AmazonGameLiftAsync
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2)
instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create
instances with certain hardware specifications (see Amazon
EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created
fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game
sessions.
To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for Amazon GameLift to upload and store.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is
activated).
Sets the fleet's capacity to 1 "desired", which causes Amazon GameLift to start one new EC2 instance.
Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds.
Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.
Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game
session.
After a fleet is created, use the following actions to change fleet properties and configuration:
UpdateFleetAttributes -- Update fleet metadata, including name and description.
UpdateFleetCapacity -- Increase or decrease the number of instances you want the fleet to maintain.
UpdateFleetPortSettings -- Change the IP address and port ranges that allow access to incoming traffic.
UpdateRuntimeConfiguration -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.
PutScalingPolicy -- Create or update rules that are used to set the fleet's capacity (autoscaling).
createFleetAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<CreateFleetResult> createFleetAsync(CreateFleetRequest request, AsyncHandler<CreateFleetRequest,CreateFleetResult> asyncHandler)
AmazonGameLiftAsync
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2)
instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create
instances with certain hardware specifications (see Amazon
EC2 Instance Types for more information), and deploy a specified game build to each instance. A newly created
fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game
sessions.
To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for Amazon GameLift to upload and store.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is
activated).
Sets the fleet's capacity to 1 "desired", which causes Amazon GameLift to start one new EC2 instance.
Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds.
Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.
Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game
session.
After a fleet is created, use the following actions to change fleet properties and configuration:
UpdateFleetAttributes -- Update fleet metadata, including name and description.
UpdateFleetCapacity -- Increase or decrease the number of instances you want the fleet to maintain.
UpdateFleetPortSettings -- Change the IP address and port ranges that allow access to incoming traffic.
UpdateRuntimeConfiguration -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.
PutScalingPolicy -- Create or update rules that are used to set the fleet's capacity (autoscaling).
createFleetAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest request)
AmazonGameLiftAsync
Creates a multiplayer game session for players. This action creates a game session record and assigns an
available server process in the specified fleet to host the game session. A fleet must have an
ACTIVE status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID, and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game session's player session creation policy.
When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, Amazon GameLift does not evaluate the fleet's resource limit creation policy.
createGameSessionAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest request, AsyncHandler<CreateGameSessionRequest,CreateGameSessionResult> asyncHandler)
AmazonGameLiftAsync
Creates a multiplayer game session for players. This action creates a game session record and assigns an
available server process in the specified fleet to host the game session. A fleet must have an
ACTIVE status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID, and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game session's player session creation policy.
When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, Amazon GameLift does not evaluate the fleet's resource limit creation policy.
createGameSessionAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<CreateGameSessionQueueResult> createGameSessionQueueAsync(CreateGameSessionQueueRequest request)
AmazonGameLiftAsyncEstablishes a new queue for processing requests for new game sessions. A queue identifies where new game sessions can be hosted--by specifying a list of fleet destinations--and how long a request can remain in the queue waiting to be placed before timing out. Requests for new game sessions are added to a queue by calling StartGameSessionPlacement and referencing the queue name.
When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. This default order can be overridden in a game session placement request.
To create a new queue, provide a name, timeout value, and a list of destinations. If successful, a new queue object is returned.
createGameSessionQueueAsync in interface AmazonGameLiftAsyncpublic Future<CreateGameSessionQueueResult> createGameSessionQueueAsync(CreateGameSessionQueueRequest request, AsyncHandler<CreateGameSessionQueueRequest,CreateGameSessionQueueResult> asyncHandler)
AmazonGameLiftAsyncEstablishes a new queue for processing requests for new game sessions. A queue identifies where new game sessions can be hosted--by specifying a list of fleet destinations--and how long a request can remain in the queue waiting to be placed before timing out. Requests for new game sessions are added to a queue by calling StartGameSessionPlacement and referencing the queue name.
When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. This default order can be overridden in a game session placement request.
To create a new queue, provide a name, timeout value, and a list of destinations. If successful, a new queue object is returned.
createGameSessionQueueAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest request)
AmazonGameLiftAsync
Adds a player to a game session and creates a player session record. Before a player can be added, a game session
must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open
player slot. To add a group of players to a game session, use CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.
createPlayerSessionAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest request, AsyncHandler<CreatePlayerSessionRequest,CreatePlayerSessionResult> asyncHandler)
AmazonGameLiftAsync
Adds a player to a game session and creates a player session record. Before a player can be added, a game session
must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open
player slot. To add a group of players to a game session, use CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.
createPlayerSessionAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest request)
AmazonGameLiftAsync
Adds a group of players to a game session. This action is useful with a team matching feature. Before players can
be added, a game session must have an ACTIVE status, have a creation policy of
ALLOW_ALL, and have an open player slot. To add a single player to a game session, use
CreatePlayerSession.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
createPlayerSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest request, AsyncHandler<CreatePlayerSessionsRequest,CreatePlayerSessionsResult> asyncHandler)
AmazonGameLiftAsync
Adds a group of players to a game session. This action is useful with a team matching feature. Before players can
be added, a game session must have an ACTIVE status, have a creation policy of
ALLOW_ALL, and have an open player slot. To add a single player to a game session, use
CreatePlayerSession.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
createPlayerSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest request)
AmazonGameLiftAsyncDeletes a fleet alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
deleteAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest request, AsyncHandler<DeleteAliasRequest,DeleteAliasResult> asyncHandler)
AmazonGameLiftAsyncDeletes a fleet alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
deleteAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest request)
AmazonGameLiftAsyncDeletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
deleteBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest request, AsyncHandler<DeleteBuildRequest,DeleteBuildResult> asyncHandler)
AmazonGameLiftAsyncDeletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
deleteBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest request)
AmazonGameLiftAsyncDeletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
deleteFleetAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest request, AsyncHandler<DeleteFleetRequest,DeleteFleetResult> asyncHandler)
AmazonGameLiftAsyncDeletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
deleteFleetAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DeleteGameSessionQueueResult> deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest request)
AmazonGameLiftAsyncDeletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
deleteGameSessionQueueAsync in interface AmazonGameLiftAsyncpublic Future<DeleteGameSessionQueueResult> deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest request, AsyncHandler<DeleteGameSessionQueueRequest,DeleteGameSessionQueueResult> asyncHandler)
AmazonGameLiftAsyncDeletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
deleteGameSessionQueueAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest request)
AmazonGameLiftAsyncDeletes 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.
deleteScalingPolicyAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest request, AsyncHandler<DeleteScalingPolicyRequest,DeleteScalingPolicyResult> asyncHandler)
AmazonGameLiftAsyncDeletes 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.
deleteScalingPolicyAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest request)
AmazonGameLiftAsyncRetrieves properties for a fleet alias. This operation returns all alias metadata and settings. To get just the fleet ID an alias is currently pointing to, use ResolveAlias.
To get alias properties, specify the alias ID. If successful, an Alias object is returned.
describeAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest request, AsyncHandler<DescribeAliasRequest,DescribeAliasResult> asyncHandler)
AmazonGameLiftAsyncRetrieves properties for a fleet alias. This operation returns all alias metadata and settings. To get just the fleet ID an alias is currently pointing to, use ResolveAlias.
To get alias properties, specify the alias ID. If successful, an Alias object is returned.
describeAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest request)
AmazonGameLiftAsyncRetrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
describeBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest request, AsyncHandler<DescribeBuildRequest,DescribeBuildResult> asyncHandler)
AmazonGameLiftAsyncRetrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
describeBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest request)
AmazonGameLiftAsyncRetrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit)
current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
describeEC2InstanceLimitsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest request, AsyncHandler<DescribeEC2InstanceLimitsRequest,DescribeEC2InstanceLimitsResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit)
current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
describeEC2InstanceLimitsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest request)
AmazonGameLiftAsyncRetrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetAttributesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest request, AsyncHandler<DescribeFleetAttributesRequest,DescribeFleetAttributesResult> asyncHandler)
AmazonGameLiftAsyncRetrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetAttributesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest request)
AmazonGameLiftAsyncRetrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetCapacityAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest request, AsyncHandler<DescribeFleetCapacityRequest,DescribeFleetCapacityResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetCapacityAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest request)
AmazonGameLiftAsyncRetrieves 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.
describeFleetEventsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest request, AsyncHandler<DescribeFleetEventsRequest,DescribeFleetEventsResult> asyncHandler)
AmazonGameLiftAsyncRetrieves 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.
describeFleetEventsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest request)
AmazonGameLiftAsyncRetrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
describeFleetPortSettingsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest request, AsyncHandler<DescribeFleetPortSettingsRequest,DescribeFleetPortSettingsResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
describeFleetPortSettingsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest request)
AmazonGameLiftAsyncRetrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetUtilizationAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest request, AsyncHandler<DescribeFleetUtilizationRequest,DescribeFleetUtilizationResult> asyncHandler)
AmazonGameLiftAsyncRetrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetUtilizationAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest request)
AmazonGameLiftAsync
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId to request details for a specific game session;
(2) provide either a FleetId or an AliasId to request properties for all game sessions
running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
describeGameSessionDetailsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest request, AsyncHandler<DescribeGameSessionDetailsRequest,DescribeGameSessionDetailsResult> asyncHandler)
AmazonGameLiftAsync
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId to request details for a specific game session;
(2) provide either a FleetId or an AliasId to request properties for all game sessions
running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
describeGameSessionDetailsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeGameSessionPlacementResult> describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest request)
AmazonGameLiftAsyncRetrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
describeGameSessionPlacementAsync in interface AmazonGameLiftAsyncpublic Future<DescribeGameSessionPlacementResult> describeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest request, AsyncHandler<DescribeGameSessionPlacementRequest,DescribeGameSessionPlacementResult> asyncHandler)
AmazonGameLiftAsyncRetrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
describeGameSessionPlacementAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeGameSessionQueuesResult> describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest request)
AmazonGameLiftAsyncRetrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
describeGameSessionQueuesAsync in interface AmazonGameLiftAsyncpublic Future<DescribeGameSessionQueuesResult> describeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest request, AsyncHandler<DescribeGameSessionQueuesRequest,DescribeGameSessionQueuesResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
describeGameSessionQueuesAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest request)
AmazonGameLiftAsyncRetrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
describeGameSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest request, AsyncHandler<DescribeGameSessionsRequest,DescribeGameSessionsResult> asyncHandler)
AmazonGameLiftAsyncRetrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
describeGameSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeInstancesResult> describeInstancesAsync(DescribeInstancesRequest request)
AmazonGameLiftAsyncRetrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
describeInstancesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeInstancesResult> describeInstancesAsync(DescribeInstancesRequest request, AsyncHandler<DescribeInstancesRequest,DescribeInstancesResult> asyncHandler)
AmazonGameLiftAsyncRetrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
describeInstancesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest request)
AmazonGameLiftAsync
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
PlayerSessionId parameter to request properties for a specific player session; (2) provide a
GameSessionId parameter to request properties for all player sessions in the specified game session;
(3) provide a PlayerId parameter to request properties for all player sessions of a specified
player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
describePlayerSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest request, AsyncHandler<DescribePlayerSessionsRequest,DescribePlayerSessionsResult> asyncHandler)
AmazonGameLiftAsync
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
PlayerSessionId parameter to request properties for a specific player session; (2) provide a
GameSessionId parameter to request properties for all player sessions in the specified game session;
(3) provide a PlayerId parameter to request properties for all player sessions of a specified
player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
describePlayerSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest request)
AmazonGameLiftAsyncRetrieves the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
describeRuntimeConfigurationAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest request, AsyncHandler<DescribeRuntimeConfigurationRequest,DescribeRuntimeConfigurationResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
describeRuntimeConfigurationAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest request)
AmazonGameLiftAsyncRetrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
describeScalingPoliciesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest request, AsyncHandler<DescribeScalingPoliciesRequest,DescribeScalingPoliciesResult> asyncHandler)
AmazonGameLiftAsyncRetrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
describeScalingPoliciesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest request)
AmazonGameLiftAsyncRetrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
getGameSessionLogUrlAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest request, AsyncHandler<GetGameSessionLogUrlRequest,GetGameSessionLogUrlResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
getGameSessionLogUrlAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<GetInstanceAccessResult> getInstanceAccessAsync(GetInstanceAccessRequest request)
AmazonGameLiftAsyncRequests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon
GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux
instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem file before using. If you're making
this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See
the example later in this topic). For more information on remote access, see Remotely Accessing an
Instance.
To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
getInstanceAccessAsync in interface AmazonGameLiftAsyncpublic Future<GetInstanceAccessResult> getInstanceAccessAsync(GetInstanceAccessRequest request, AsyncHandler<GetInstanceAccessRequest,GetInstanceAccessResult> asyncHandler)
AmazonGameLiftAsyncRequests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon
GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux
instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem file before using. If you're making
this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See
the example later in this topic). For more information on remote access, see Remotely Accessing an
Instance.
To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
getInstanceAccessAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest request)
AmazonGameLiftAsyncRetrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Aliases are not listed in any particular order.
listAliasesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest request, AsyncHandler<ListAliasesRequest,ListAliasesResult> asyncHandler)
AmazonGameLiftAsyncRetrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Aliases are not listed in any particular order.
listAliasesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest request)
AmazonGameLiftAsync
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds
that are in a specific status by using the Status parameter. Use the pagination parameters to
retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
listBuildsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest request, AsyncHandler<ListBuildsRequest,ListBuildsResult> asyncHandler)
AmazonGameLiftAsync
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds
that are in a specific status by using the Status parameter. Use the pagination parameters to
retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
listBuildsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest request)
AmazonGameLiftAsyncRetrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
listFleetsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest request, AsyncHandler<ListFleetsRequest,ListFleetsResult> asyncHandler)
AmazonGameLiftAsyncRetrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
listFleetsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest request)
AmazonGameLiftAsyncCreates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName] is [ComparisonOperator] [Threshold] for
[EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by
[ScalingAdjustment].
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
putScalingPolicyAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest request, AsyncHandler<PutScalingPolicyRequest,PutScalingPolicyResult> asyncHandler)
AmazonGameLiftAsyncCreates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName] is [ComparisonOperator] [Threshold] for
[EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by
[ScalingAdjustment].
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
putScalingPolicyAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest request)
AmazonGameLiftAsyncThis API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.
requestUploadCredentialsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest request, AsyncHandler<RequestUploadCredentialsRequest,RequestUploadCredentialsResult> asyncHandler)
AmazonGameLiftAsyncThis API call is not currently in use. Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.
requestUploadCredentialsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest request)
AmazonGameLiftAsyncRetrieves the fleet ID that a specified alias is currently pointing to.
resolveAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest request, AsyncHandler<ResolveAliasRequest,ResolveAliasResult> asyncHandler)
AmazonGameLiftAsyncRetrieves the fleet ID that a specified alias is currently pointing to.
resolveAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<SearchGameSessionsResult> searchGameSessionsAsync(SearchGameSessionsRequest request)
AmazonGameLiftAsync
Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order.
Currently a game session search is limited to a single fleet. Search results include only game sessions that are
in ACTIVE status. If you need to retrieve game sessions with a status other than active, use
DescribeGameSessions. If you need to retrieve the protection policy for each game session, use
DescribeGameSessionDetails.
You can search or sort by the following game session attributes:
gameSessionId -- ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
hasAvailablePlayerSessions -- Boolean value indicating whether or not a game session has reached its
maximum number of players. When searching with this attribute, the search value must be true or
false. It is highly recommended that all search requests include this filter attribute to optimize
search performance and return only sessions that players can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.
Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as
players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
search results often, and handle sessions that fill up before a player can join.
searchGameSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<SearchGameSessionsResult> searchGameSessionsAsync(SearchGameSessionsRequest request, AsyncHandler<SearchGameSessionsRequest,SearchGameSessionsResult> asyncHandler)
AmazonGameLiftAsync
Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order.
Currently a game session search is limited to a single fleet. Search results include only game sessions that are
in ACTIVE status. If you need to retrieve game sessions with a status other than active, use
DescribeGameSessions. If you need to retrieve the protection policy for each game session, use
DescribeGameSessionDetails.
You can search or sort by the following game session attributes:
gameSessionId -- ID value assigned to a game session. This unique value is returned in a GameSession object when a new game session is created.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
hasAvailablePlayerSessions -- Boolean value indicating whether or not a game session has reached its
maximum number of players. When searching with this attribute, the search value must be true or
false. It is highly recommended that all search requests include this filter attribute to optimize
search performance and return only sessions that players can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.
Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as
players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
search results often, and handle sessions that fill up before a player can join.
searchGameSessionsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<StartGameSessionPlacementResult> startGameSessionPlacementAsync(StartGameSessionPlacementRequest request)
AmazonGameLiftAsyncPlaces a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift attempts to create a new game session on one of the fleets associated with the queue. If no resources are available, Amazon GameLift tries again with another and so on until resources are found or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the queue name and a set of game session properties and settings. Also provide a unique ID (such as a UUID) for the placement. You'll use this ID to track the status of the placement request. Optionally, provide a set of IDs and player data for each player you want to join to the new game session. To optimize game play for the players, also provide latency data for all players. If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Fulfilled, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you have the option of resubmitting the request or retrying it with a different queue.
startGameSessionPlacementAsync in interface AmazonGameLiftAsyncpublic Future<StartGameSessionPlacementResult> startGameSessionPlacementAsync(StartGameSessionPlacementRequest request, AsyncHandler<StartGameSessionPlacementRequest,StartGameSessionPlacementResult> asyncHandler)
AmazonGameLiftAsyncPlaces a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift attempts to create a new game session on one of the fleets associated with the queue. If no resources are available, Amazon GameLift tries again with another and so on until resources are found or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the queue name and a set of game session properties and settings. Also provide a unique ID (such as a UUID) for the placement. You'll use this ID to track the status of the placement request. Optionally, provide a set of IDs and player data for each player you want to join to the new game session. To optimize game play for the players, also provide latency data for all players. If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Fulfilled, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you have the option of resubmitting the request or retrying it with a different queue.
startGameSessionPlacementAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<StopGameSessionPlacementResult> stopGameSessionPlacementAsync(StopGameSessionPlacementRequest request)
AmazonGameLiftAsyncCancels a game session placement that is in Pending status. To stop a placement, provide the placement ID values. If successful, the placement is moved to Cancelled status.
stopGameSessionPlacementAsync in interface AmazonGameLiftAsyncpublic Future<StopGameSessionPlacementResult> stopGameSessionPlacementAsync(StopGameSessionPlacementRequest request, AsyncHandler<StopGameSessionPlacementRequest,StopGameSessionPlacementResult> asyncHandler)
AmazonGameLiftAsyncCancels a game session placement that is in Pending status. To stop a placement, provide the placement ID values. If successful, the placement is moved to Cancelled status.
stopGameSessionPlacementAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest request)
AmazonGameLiftAsyncUpdates properties for a fleet alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
updateAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest request, AsyncHandler<UpdateAliasRequest,UpdateAliasResult> asyncHandler)
AmazonGameLiftAsyncUpdates properties for a fleet alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
updateAliasAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest request)
AmazonGameLiftAsyncUpdates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
updateBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest request, AsyncHandler<UpdateBuildRequest,UpdateBuildResult> asyncHandler)
AmazonGameLiftAsyncUpdates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
updateBuildAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest request)
AmazonGameLiftAsyncUpdates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
updateFleetAttributesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest request, AsyncHandler<UpdateFleetAttributesRequest,UpdateFleetAttributesResult> asyncHandler)
AmazonGameLiftAsyncUpdates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
updateFleetAttributesAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest request)
AmazonGameLiftAsyncUpdates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
updateFleetCapacityAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest request, AsyncHandler<UpdateFleetCapacityRequest,UpdateFleetCapacityResult> asyncHandler)
AmazonGameLiftAsyncUpdates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
updateFleetCapacityAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest request)
AmazonGameLiftAsync
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the
permissions you want to update. List the permissions you want to add in
InboundPermissionAuthorizations, and permissions you want to remove in
InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If
successful, the fleet ID for the updated fleet is returned.
updateFleetPortSettingsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest request, AsyncHandler<UpdateFleetPortSettingsRequest,UpdateFleetPortSettingsResult> asyncHandler)
AmazonGameLiftAsync
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the
permissions you want to update. List the permissions you want to add in
InboundPermissionAuthorizations, and permissions you want to remove in
InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If
successful, the fleet ID for the updated fleet is returned.
updateFleetPortSettingsAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest request)
AmazonGameLiftAsyncUpdates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
updateGameSessionAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest request, AsyncHandler<UpdateGameSessionRequest,UpdateGameSessionResult> asyncHandler)
AmazonGameLiftAsyncUpdates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
updateGameSessionAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateGameSessionQueueResult> updateGameSessionQueueAsync(UpdateGameSessionQueueRequest request)
AmazonGameLiftAsyncUpdates 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.
updateGameSessionQueueAsync in interface AmazonGameLiftAsyncpublic Future<UpdateGameSessionQueueResult> updateGameSessionQueueAsync(UpdateGameSessionQueueRequest request, AsyncHandler<UpdateGameSessionQueueRequest,UpdateGameSessionQueueResult> asyncHandler)
AmazonGameLiftAsyncUpdates 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.
updateGameSessionQueueAsync in interface AmazonGameLiftAsyncasyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest request)
AmazonGameLiftAsync
Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch
server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the
fleet is created; it does not need to be in an ACTIVE status.
To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with
the updated collection of server process configurations.
Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.
updateRuntimeConfigurationAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.public Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest request, AsyncHandler<UpdateRuntimeConfigurationRequest,UpdateRuntimeConfigurationResult> asyncHandler)
AmazonGameLiftAsync
Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch
server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the
fleet is created; it does not need to be in an ACTIVE status.
To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with
the updated collection of server process configurations.
Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.
updateRuntimeConfigurationAsync in interface AmazonGameLiftAsyncrequest - Represents the input for a request action.asyncHandler - Asynchronous callback handler for events in the lifecycle of the request. Users can provide an
implementation of the callback methods in this interface to receive notification of successful or
unsuccessful completion of the operation.public void shutdown()
getExecutorService().shutdown() followed by getExecutorService().awaitTermination() prior to
calling this method.shutdown in interface AmazonGameLiftshutdown in class AmazonWebServiceClientCopyright © 2013 Amazon Web Services, Inc. All Rights Reserved.