public interface AmazonGameLiftAsync extends AmazonGameLift
AsyncHandler
can be used to
receive notification when an asynchronous operation completes.
Welcome to the Amazon GameLift API Reference. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management.
This reference describes the low-level service API for GameLift. You can call this API directly or use the AWS SDK for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the AWS command-line interface (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console.
More Resources
Manage Games and Players Through GameLift
Call these actions from your game clients and/or services to create and manage multiplayer game sessions and player sessions.
Set Up and Manage Game Servers
Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you'll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you've created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc.
To view changes to the API, see the GameLift Document History page.
ENDPOINT_PREFIX
createAlias, createBuild, createFleet, createGameSession, createPlayerSession, createPlayerSessions, deleteAlias, deleteBuild, deleteFleet, deleteScalingPolicy, describeAlias, describeBuild, describeEC2InstanceLimits, describeFleetAttributes, describeFleetCapacity, describeFleetEvents, describeFleetPortSettings, describeFleetUtilization, describeGameSessionDetails, describeGameSessions, describePlayerSessions, describeRuntimeConfiguration, describeScalingPolicies, getCachedResponseMetadata, getGameSessionLogUrl, listAliases, listBuilds, listFleets, putScalingPolicy, requestUploadCredentials, resolveAlias, setEndpoint, setRegion, shutdown, updateAlias, updateBuild, updateFleetAttributes, updateFleetCapacity, updateFleetPortSettings, updateGameSession, updateRuntimeConfiguration
Future<CreateAliasResult> createAliasAsync(CreateAliasRequest createAliasRequest)
Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. 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.
createAliasRequest
- Represents the input for a request action.Future<CreateAliasResult> createAliasAsync(CreateAliasRequest createAliasRequest, AsyncHandler<CreateAliasRequest,CreateAliasResult> asyncHandler)
Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. 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.
createAliasRequest
- 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.Future<CreateBuildResult> createBuildAsync(CreateBuildRequest createBuildRequest)
Initializes a new build record and generates information required to
upload a game build to Amazon GameLift. Once the build record has been
created and is in an INITIALIZED
state, you can upload your
game build.
Do not use this API action unless you are using your own Amazon Simple
Storage Service (Amazon S3) client and need to manually upload your build
files. Instead, to create a build, use the CLI command
upload-build
, which creates a new build record and uploads
the build files in one step. (See the Amazon
GameLift Developer Guide for more details on the CLI and the upload
process.)
To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.
createBuildRequest
- Represents the input for a request action.Future<CreateBuildResult> createBuildAsync(CreateBuildRequest createBuildRequest, AsyncHandler<CreateBuildRequest,CreateBuildResult> asyncHandler)
Initializes a new build record and generates information required to
upload a game build to Amazon GameLift. Once the build record has been
created and is in an INITIALIZED
state, you can upload your
game build.
Do not use this API action unless you are using your own Amazon Simple
Storage Service (Amazon S3) client and need to manually upload your build
files. Instead, to create a build, use the CLI command
upload-build
, which creates a new build record and uploads
the build files in one step. (See the Amazon
GameLift Developer Guide for more details on the CLI and the upload
process.)
To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.
createBuildRequest
- 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.Future<CreateFleetResult> createFleetAsync(CreateFleetRequest createFleetRequest)
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 states; once
it reaches the ACTIVE
state, 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 GameLift to upload and store.
If the CreateFleet
call is successful, Amazon GameLift
performs the following tasks:
NEW
(followed by other states as the fleet is activated).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:
createFleetRequest
- Represents the input for a request action.Future<CreateFleetResult> createFleetAsync(CreateFleetRequest createFleetRequest, AsyncHandler<CreateFleetRequest,CreateFleetResult> asyncHandler)
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 states; once
it reaches the ACTIVE
state, 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 GameLift to upload and store.
If the CreateFleet
call is successful, Amazon GameLift
performs the following tasks:
NEW
(followed by other states as the fleet is activated).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:
createFleetRequest
- 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.Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest)
Creates a multiplayer game session for players. This action creates a
game session record and assigns the new session to an instance in the
specified fleet, which initializes a new server process to host the game
session. A fleet must be in an ACTIVE
state before a game
session can be created in it.
To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.
createGameSessionRequest
- Represents the input for a request action.Future<CreateGameSessionResult> createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest, AsyncHandler<CreateGameSessionRequest,CreateGameSessionResult> asyncHandler)
Creates a multiplayer game session for players. This action creates a
game session record and assigns the new session to an instance in the
specified fleet, which initializes a new server process to host the game
session. A fleet must be in an ACTIVE
state before a game
session can be created in it.
To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.
createGameSessionRequest
- 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.Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest)
Adds a player to a game session and creates a player session record. A
game session must be in an ACTIVE
state, have a creation
policy of ALLOW_ALL
, and have an open player slot before
players can be added to the session.
To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.
createPlayerSessionRequest
- Represents the input for a request action.Future<CreatePlayerSessionResult> createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest, AsyncHandler<CreatePlayerSessionRequest,CreatePlayerSessionResult> asyncHandler)
Adds a player to a game session and creates a player session record. A
game session must be in an ACTIVE
state, have a creation
policy of ALLOW_ALL
, and have an open player slot before
players can be added to the session.
To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.
createPlayerSessionRequest
- 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.Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest)
Adds a group of players to a game session. Similar to
CreatePlayerSession, this action allows you to add multiple
players in a single call, which is useful for games that provide party
and/or matchmaking features. A game session must be in an
ACTIVE
state, have a creation policy of
ALLOW_ALL
, and have an open player slot before players can
be added to the session.
To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.
createPlayerSessionsRequest
- Represents the input for a request action.Future<CreatePlayerSessionsResult> createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest, AsyncHandler<CreatePlayerSessionsRequest,CreatePlayerSessionsResult> asyncHandler)
Adds a group of players to a game session. Similar to
CreatePlayerSession, this action allows you to add multiple
players in a single call, which is useful for games that provide party
and/or matchmaking features. A game session must be in an
ACTIVE
state, have a creation policy of
ALLOW_ALL
, and have an open player slot before players can
be added to the session.
To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.
createPlayerSessionsRequest
- 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.Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest deleteAliasRequest)
Deletes an alias. This action removes all record of the alias; game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
deleteAliasRequest
- Represents the input for a request action.Future<DeleteAliasResult> deleteAliasAsync(DeleteAliasRequest deleteAliasRequest, AsyncHandler<DeleteAliasRequest,DeleteAliasResult> asyncHandler)
Deletes an alias. This action removes all record of the alias; game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
deleteAliasRequest
- 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.Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest deleteBuildRequest)
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
deleteBuildRequest
- Represents the input for a request action.Future<DeleteBuildResult> deleteBuildAsync(DeleteBuildRequest deleteBuildRequest, AsyncHandler<DeleteBuildRequest,DeleteBuildResult> asyncHandler)
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
deleteBuildRequest
- 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.Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest deleteFleetRequest)
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
deleteFleetRequest
- Represents the input for a request action.Future<DeleteFleetResult> deleteFleetAsync(DeleteFleetRequest deleteFleetRequest, AsyncHandler<DeleteFleetRequest,DeleteFleetResult> asyncHandler)
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
deleteFleetRequest
- 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.Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest)
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
deleteScalingPolicyRequest
- Represents the input for a request action.Future<DeleteScalingPolicyResult> deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest, AsyncHandler<DeleteScalingPolicyRequest,DeleteScalingPolicyResult> asyncHandler)
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
deleteScalingPolicyRequest
- 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.Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest describeAliasRequest)
Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
describeAliasRequest
- Represents the input for a request action.Future<DescribeAliasResult> describeAliasAsync(DescribeAliasRequest describeAliasRequest, AsyncHandler<DescribeAliasRequest,DescribeAliasResult> asyncHandler)
Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
describeAliasRequest
- 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.Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest describeBuildRequest)
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
describeBuildRequest
- Represents the input for a request action.Future<DescribeBuildResult> describeBuildAsync(DescribeBuildRequest describeBuildRequest, AsyncHandler<DescribeBuildRequest,DescribeBuildResult> asyncHandler)
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
describeBuildRequest
- 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.Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest)
Retrieves the following information for the specified EC2 instance type:
Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).
describeEC2InstanceLimitsRequest
- Represents the input for a request action.Future<DescribeEC2InstanceLimitsResult> describeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest, AsyncHandler<DescribeEC2InstanceLimitsRequest,DescribeEC2InstanceLimitsResult> asyncHandler)
Retrieves the following information for the specified EC2 instance type:
Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).
describeEC2InstanceLimitsRequest
- 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.Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest)
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetAttributesRequest
- Represents the input for a request action.Future<DescribeFleetAttributesResult> describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest, AsyncHandler<DescribeFleetAttributesRequest,DescribeFleetAttributesResult> asyncHandler)
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetAttributesRequest
- 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.Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest)
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetCapacityRequest
- Represents the input for a request action.Future<DescribeFleetCapacityResult> describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest, AsyncHandler<DescribeFleetCapacityRequest,DescribeFleetCapacityResult> asyncHandler)
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetCapacityRequest
- 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.Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest)
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
describeFleetEventsRequest
- Represents the input for a request action.Future<DescribeFleetEventsResult> describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest, AsyncHandler<DescribeFleetEventsRequest,DescribeFleetEventsResult> asyncHandler)
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
describeFleetEventsRequest
- 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.Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest)
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
describeFleetPortSettingsRequest
- Represents the input for a request action.Future<DescribeFleetPortSettingsResult> describeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest, AsyncHandler<DescribeFleetPortSettingsRequest,DescribeFleetPortSettingsResult> asyncHandler)
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
describeFleetPortSettingsRequest
- 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.Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest)
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetUtilizationRequest
- Represents the input for a request action.Future<DescribeFleetUtilizationResult> describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest, AsyncHandler<DescribeFleetUtilizationRequest,DescribeFleetUtilizationResult> asyncHandler)
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
describeFleetUtilizationRequest
- 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.Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest)
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.
describeGameSessionDetailsRequest
- Represents the input for a request action.Future<DescribeGameSessionDetailsResult> describeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest, AsyncHandler<DescribeGameSessionDetailsRequest,DescribeGameSessionDetailsResult> asyncHandler)
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.
describeGameSessionDetailsRequest
- 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.Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest)
Retrieves properties for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId
to request
properties for a specific game session; (2) provide 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 GameSession object is returned for each session matching the request.
describeGameSessionsRequest
- Represents the input for a request action.Future<DescribeGameSessionsResult> describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest, AsyncHandler<DescribeGameSessionsRequest,DescribeGameSessionsResult> asyncHandler)
Retrieves properties for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId
to request
properties for a specific game session; (2) provide 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 GameSession object is returned for each session matching the request.
describeGameSessionsRequest
- 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.Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest)
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.
describePlayerSessionsRequest
- Represents the input for a request action.Future<DescribePlayerSessionsResult> describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest, AsyncHandler<DescribePlayerSessionsRequest,DescribePlayerSessionsResult> asyncHandler)
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.
describePlayerSessionsRequest
- 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.Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest)
Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.
describeRuntimeConfigurationRequest
- Represents the input for a request action.Future<DescribeRuntimeConfigurationResult> describeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest, AsyncHandler<DescribeRuntimeConfigurationRequest,DescribeRuntimeConfigurationResult> asyncHandler)
Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.
describeRuntimeConfigurationRequest
- 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.Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest)
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
describeScalingPoliciesRequest
- Represents the input for a request action.Future<DescribeScalingPoliciesResult> describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest, AsyncHandler<DescribeScalingPoliciesRequest,DescribeScalingPoliciesResult> asyncHandler)
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
describeScalingPoliciesRequest
- 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.Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest)
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
getGameSessionLogUrlRequest
- Represents the input for a request action.Future<GetGameSessionLogUrlResult> getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest, AsyncHandler<GetGameSessionLogUrlRequest,GetGameSessionLogUrlResult> asyncHandler)
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.
See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.
getGameSessionLogUrlRequest
- 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.Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest listAliasesRequest)
Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Aliases are not listed in any particular order.
listAliasesRequest
- Represents the input for a request action.Future<ListAliasesResult> listAliasesAsync(ListAliasesRequest listAliasesRequest, AsyncHandler<ListAliasesRequest,ListAliasesResult> asyncHandler)
Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Aliases are not listed in any particular order.
listAliasesRequest
- 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.Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest listBuildsRequest)
Retrieves build records for all builds associated with the AWS account in
use. You can limit results to builds in a specific state 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.
listBuildsRequest
- Represents the input for a request action.Future<ListBuildsResult> listBuildsAsync(ListBuildsRequest listBuildsRequest, AsyncHandler<ListBuildsRequest,ListBuildsResult> asyncHandler)
Retrieves build records for all builds associated with the AWS account in
use. You can limit results to builds in a specific state 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.
listBuildsRequest
- 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.Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest listFleetsRequest)
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
listFleetsRequest
- Represents the input for a request action.Future<ListFleetsResult> listFleetsAsync(ListFleetsRequest listFleetsRequest, AsyncHandler<ListFleetsRequest,ListFleetsResult> asyncHandler)
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
listFleetsRequest
- 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.Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest)
Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes,
then [ScalingAdjustmentType]
to/by
[ScalingAdjustment]
.
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
putScalingPolicyRequest
- Represents the input for a request action.Future<PutScalingPolicyResult> putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest, AsyncHandler<PutScalingPolicyRequest,PutScalingPolicyResult> asyncHandler)
Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName]
is [ComparisonOperator]
[Threshold]
for [EvaluationPeriods]
minutes,
then [ScalingAdjustmentType]
to/by
[ScalingAdjustment]
.
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
putScalingPolicyRequest
- 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.Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest)
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.
Call this action only if you need credentials for a build created with
CreateBuild
. This is a rare situation; in most cases,
builds are created using the CLI command upload-build
, which
creates a build record and also uploads build files.
Upload credentials are returned when you create the build, but they have
a limited lifespan. You can get fresh credentials and use them to
re-upload game files until the state of that build changes to
READY
. Once this happens, you must create a brand new build.
requestUploadCredentialsRequest
- Represents the input for a request action.Future<RequestUploadCredentialsResult> requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest, AsyncHandler<RequestUploadCredentialsRequest,RequestUploadCredentialsResult> asyncHandler)
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.
Call this action only if you need credentials for a build created with
CreateBuild
. This is a rare situation; in most cases,
builds are created using the CLI command upload-build
, which
creates a build record and also uploads build files.
Upload credentials are returned when you create the build, but they have
a limited lifespan. You can get fresh credentials and use them to
re-upload game files until the state of that build changes to
READY
. Once this happens, you must create a brand new build.
requestUploadCredentialsRequest
- 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.Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest resolveAliasRequest)
Retrieves the fleet ID that a specified alias is currently pointing to.
resolveAliasRequest
- Represents the input for a request action.Future<ResolveAliasResult> resolveAliasAsync(ResolveAliasRequest resolveAliasRequest, AsyncHandler<ResolveAliasRequest,ResolveAliasResult> asyncHandler)
Retrieves the fleet ID that a specified alias is currently pointing to.
resolveAliasRequest
- 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.Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest updateAliasRequest)
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
updateAliasRequest
- Represents the input for a request action.Future<UpdateAliasResult> updateAliasAsync(UpdateAliasRequest updateAliasRequest, AsyncHandler<UpdateAliasRequest,UpdateAliasResult> asyncHandler)
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
updateAliasRequest
- 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.Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest updateBuildRequest)
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
updateBuildRequest
- Represents the input for a request action.Future<UpdateBuildResult> updateBuildAsync(UpdateBuildRequest updateBuildRequest, AsyncHandler<UpdateBuildRequest,UpdateBuildResult> asyncHandler)
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
updateBuildRequest
- 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.Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest)
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
updateFleetAttributesRequest
- Represents the input for a request action.Future<UpdateFleetAttributesResult> updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest, AsyncHandler<UpdateFleetAttributesRequest,UpdateFleetAttributesResult> asyncHandler)
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
updateFleetAttributesRequest
- 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.Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest)
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
updateFleetCapacityRequest
- Represents the input for a request action.Future<UpdateFleetCapacityResult> updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest, AsyncHandler<UpdateFleetCapacityRequest,UpdateFleetCapacityResult> asyncHandler)
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
updateFleetCapacityRequest
- 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.Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest)
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.
updateFleetPortSettingsRequest
- Represents the input for a request action.Future<UpdateFleetPortSettingsResult> updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest, AsyncHandler<UpdateFleetPortSettingsRequest,UpdateFleetPortSettingsResult> asyncHandler)
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.
updateFleetPortSettingsRequest
- 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.Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest)
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
updateGameSessionRequest
- Represents the input for a request action.Future<UpdateGameSessionResult> updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest, AsyncHandler<UpdateGameSessionRequest,UpdateGameSessionResult> asyncHandler)
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
updateGameSessionRequest
- 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.Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest)
Updates the current runtime configuration for the specified fleet, which
tells 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
state.
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 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 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 GameLift's normal process recycling activity.
updateRuntimeConfigurationRequest
- Represents the input for a request action.Future<UpdateRuntimeConfigurationResult> updateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest, AsyncHandler<UpdateRuntimeConfigurationRequest,UpdateRuntimeConfigurationResult> asyncHandler)
Updates the current runtime configuration for the specified fleet, which
tells 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
state.
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 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 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 GameLift's normal process recycling activity.
updateRuntimeConfigurationRequest
- 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.Copyright © 2013 Amazon Web Services, Inc. All Rights Reserved.