{ "version": "2.0", "metadata": { "apiVersion": "2015-10-01", "endpointPrefix": "gamelift", "jsonVersion": "1.1", "protocol": "json", "protocols": [ "json" ], "serviceFullName": "Amazon GameLift", "serviceId": "GameLift", "signatureVersion": "v4", "targetPrefix": "GameLift", "uid": "gamelift-2015-10-01", "auth": [ "aws.auth#sigv4" ] }, "operations": { "AcceptMatch": { "name": "AcceptMatch", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "AcceptMatchInput" }, "output": { "shape": "AcceptMatchOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error.

To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows:

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

" }, "ClaimGameServer": { "name": "ClaimGameServer", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ClaimGameServerInput" }, "output": { "shape": "ClaimGameServerOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "ConflictException" }, { "shape": "OutOfCapacityException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Add filter options to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed.

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.

If you try to claim a specific game server, this request will fail in the following cases:

Learn more

Amazon GameLift FleetIQ Guide

" }, "CreateAlias": { "name": "CreateAlias", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateAliasInput" }, "output": { "shape": "CreateAliasOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "InternalServiceException" }, { "shape": "LimitExceededException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

Related actions

All APIs by task

" }, "CreateBuild": { "name": "CreateBuild", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateBuildInput" }, "output": { "shape": "CreateBuildOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.

When setting up a new game build for Amazon GameLift, we recommend using the CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.

You can use the CreateBuild operation in the following scenarios:

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

All APIs by task

" }, "CreateContainerGroupDefinition": { "name": "CreateContainerGroupDefinition", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateContainerGroupDefinitionInput" }, "output": { "shape": "CreateContainerGroupDefinitionOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "LimitExceededException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

This operation is used with the Amazon GameLift containers feature, which is currently in public preview.

Creates a ContainerGroupDefinition resource that describes a set of containers for hosting your game server with Amazon GameLift managed EC2 hosting. An Amazon GameLift container group is similar to a container \"task\" and \"pod\". Each container group can have one or more containers.

Use container group definitions when you create a container fleet. Container group definitions determine how Amazon GameLift deploys your containers to each instance in a container fleet.

You can create two types of container groups, based on scheduling strategy:

To create a container group definition, specify a group name, a list of container definitions, and maximum total CPU and memory requirements for the container group. Specify an operating system and scheduling strategy or use the default values. When using the Amazon Web Services CLI tool, you can pass in your container definitions as a JSON file.

This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See IAM permissions for Amazon GameLift for help setting the appropriate permissions.

If successful, this operation creates a new ContainerGroupDefinition resource with an ARN value assigned. You can't change the properties of a container group definition. Instead, create a new one.

Learn more

" }, "CreateFleet": { "name": "CreateFleet", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateFleetInput" }, "output": { "shape": "CreateFleetOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "NotReadyException" }, { "shape": "ConflictException" }, { "shape": "LimitExceededException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "TaggingFailedException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:

Managed EC2 fleet

An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute.

To create an EC2 fleet, provide these required parameters:

If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.

Managed container fleet

A container fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your container architecture is deployed to each fleet instance based on the fleet configuration. Amazon GameLift manages the containers on each fleet instance and controls the lifecycle of game server processes, which host game sessions for players. Container fleets can have instances in multiple locations. Each container on an instance that runs game server processes is registered as a Compute.

To create a container fleet, provide these required parameters:

If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift initiates the fleet creation workflow.

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.

Anywhere fleet

An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions.

To create an Anywhere fleet, provide these required parameters:

If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status.

Learn more

Setting up fleets

Setting up a container fleet

Debug fleet creation issues

Multi-location fleets

" }, "CreateFleetLocations": { "name": "CreateFleetLocations", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateFleetLocationsInput" }, "output": { "shape": "CreateFleetLocationsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "NotReadyException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "UnsupportedRegionException" }, { "shape": "ConflictException" }, { "shape": "LimitExceededException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Adds remote locations to an EC2 or container fleet and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

You can't add remote locations to a fleet that resides in an Amazon Web Services Region that doesn't support multiple locations. Fleets created prior to March 2021 can't support multiple locations.

To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.

If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.

Learn more

Setting up fleets

Update fleet locations

Amazon GameLift service locations for managed hosting.

" }, "CreateGameServerGroup": { "name": "CreateGameServerGroup", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateGameServerGroupInput" }, "output": { "shape": "CreateGameServerGroupOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" }, { "shape": "LimitExceededException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Creates a Amazon GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

Amazon GameLift FleetIQ Guide

" }, "CreateGameSession": { "name": "CreateGameSession", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateGameSessionInput" }, "output": { "shape": "CreateGameSessionOutput" }, "errors": [ { "shape": "ConflictException" }, { "shape": "InternalServiceException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "FleetCapacityExceededException" }, { "shape": "LimitExceededException" }, { "shape": "IdempotentParameterMismatchException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status.

You can use this operation in the following ways:

If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

Learn more

Start a game session

All APIs by task

" }, "CreateGameSessionQueue": { "name": "CreateGameSessionQueue", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateGameSessionQueueInput" }, "output": { "shape": "CreateGameSessionQueueOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "LimitExceededException" }, { "shape": "NotFoundException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.

A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue

Create a game session queue

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

" }, "CreateLocation": { "name": "CreateLocation", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateLocationInput" }, "output": { "shape": "CreateLocationOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "LimitExceededException" }, { "shape": "ConflictException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Creates a custom location for use in an Anywhere fleet.

" }, "CreateMatchmakingConfiguration": { "name": "CreateMatchmakingConfiguration", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateMatchmakingConfigurationInput" }, "output": { "shape": "CreateMatchmakingConfigurationOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "LimitExceededException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

" }, "CreateMatchmakingRuleSet": { "name": "CreateMatchmakingRuleSet", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateMatchmakingRuleSetInput" }, "output": { "shape": "CreateMatchmakingRuleSetOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "LimitExceededException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type.

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

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

" }, "CreatePlayerSession": { "name": "CreatePlayerSession", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreatePlayerSessionInput" }, "output": { "shape": "CreatePlayerSessionOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidGameSessionStatusException" }, { "shape": "GameSessionFullException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" } ], "documentation": "

Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions .

To create a player session, specify a game session ID, player ID, and optionally a set of player data.

If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated.

The maximum number of players per game session is 200. It is not adjustable.

Related actions

All APIs by task

" }, "CreatePlayerSessions": { "name": "CreatePlayerSessions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreatePlayerSessionsInput" }, "output": { "shape": "CreatePlayerSessionsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidGameSessionStatusException" }, { "shape": "GameSessionFullException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" } ], "documentation": "

Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession

To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.

If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated.

The maximum number of players per game session is 200. It is not adjustable.

Related actions

All APIs by task

" }, "CreateScript": { "name": "CreateScript", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateScriptInput" }, "output": { "shape": "CreateScriptOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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

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

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

All APIs by task

" }, "CreateVpcPeeringAuthorization": { "name": "CreateVpcPeeringAuthorization", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateVpcPeeringAuthorizationInput" }, "output": { "shape": "CreateVpcPeeringAuthorizationOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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

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

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

The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid.

Related actions

All APIs by task

" }, "CreateVpcPeeringConnection": { "name": "CreateVpcPeeringConnection", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "CreateVpcPeeringConnectionInput" }, "output": { "shape": "CreateVpcPeeringConnectionOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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

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

Related actions

All APIs by task

" }, "DeleteAlias": { "name": "DeleteAlias", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteAliasInput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Deletes an alias. This operation 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.

Related actions

All APIs by task

" }, "DeleteBuild": { "name": "DeleteBuild", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteBuildInput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "TaggingFailedException" }, { "shape": "InvalidRequestException" } ], "documentation": "

Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

All APIs by task

" }, "DeleteContainerGroupDefinition": { "name": "DeleteContainerGroupDefinition", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteContainerGroupDefinitionInput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "TaggingFailedException" }, { "shape": "InvalidRequestException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

This operation is used with the Amazon GameLift containers feature, which is currently in public preview.

Deletes a container group definition resource. You can delete a container group definition if there are no fleets using the definition.

To delete a container group definition, identify the resource to delete.

Learn more

" }, "DeleteFleet": { "name": "DeleteFleet", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteFleetInput" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Deletes all resources and information related to a fleet and shuts down any currently running fleet instances, including those in remote locations.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the VPC peering connection.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is emitted.

Learn more

Setting up Amazon GameLift Fleets

" }, "DeleteFleetLocations": { "name": "DeleteFleetLocations", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteFleetLocationsInput" }, "output": { "shape": "DeleteFleetLocationsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.

To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.

If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED.

Learn more

Setting up Amazon GameLift fleets

" }, "DeleteGameServerGroup": { "name": "DeleteGameServerGroup", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteGameServerGroupInput" }, "output": { "shape": "DeleteGameServerGroupOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status.

Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

Amazon GameLift FleetIQ Guide

" }, "DeleteGameSessionQueue": { "name": "DeleteGameSessionQueue", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteGameSessionQueueInput" }, "output": { "shape": "DeleteGameSessionQueueOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.

" }, "DeleteLocation": { "name": "DeleteLocation", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteLocationInput" }, "output": { "shape": "DeleteLocationOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Deletes a custom location.

Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information, see DeregisterCompute.

" }, "DeleteMatchmakingConfiguration": { "name": "DeleteMatchmakingConfiguration", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteMatchmakingConfigurationInput" }, "output": { "shape": "DeleteMatchmakingConfigurationOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" }, { "shape": "TaggingFailedException" } ], "documentation": "

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

" }, "DeleteMatchmakingRuleSet": { "name": "DeleteMatchmakingRuleSet", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteMatchmakingRuleSetInput" }, "output": { "shape": "DeleteMatchmakingRuleSetOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" }, { "shape": "NotFoundException" }, { "shape": "TaggingFailedException" } ], "documentation": "

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

Learn more

" }, "DeleteScalingPolicy": { "name": "DeleteScalingPolicy", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteScalingPolicyInput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" } ], "documentation": "

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

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

" }, "DeleteScript": { "name": "DeleteScript", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteScriptInput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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

Learn more

Amazon GameLift Realtime Servers

Related actions

All APIs by task

" }, "DeleteVpcPeeringAuthorization": { "name": "DeleteVpcPeeringAuthorization", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteVpcPeeringAuthorizationInput" }, "output": { "shape": "DeleteVpcPeeringAuthorizationOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

Related actions

All APIs by task

" }, "DeleteVpcPeeringConnection": { "name": "DeleteVpcPeeringConnection", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeleteVpcPeeringConnectionInput" }, "output": { "shape": "DeleteVpcPeeringConnectionOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete..

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

Related actions

All APIs by task

" }, "DeregisterCompute": { "name": "DeregisterCompute", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeregisterComputeInput" }, "output": { "shape": "DeregisterComputeOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Removes a compute resource from an Amazon GameLift Anywhere fleet or container fleet. Deregistered computes can no longer host game sessions through Amazon GameLift.

For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes.

To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID.

" }, "DeregisterGameServer": { "name": "DeregisterGameServer", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DeregisterGameServerInput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.

To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.

Learn more

Amazon GameLift FleetIQ Guide

" }, "DescribeAlias": { "name": "DescribeAlias", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeAliasInput" }, "output": { "shape": "DescribeAliasOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

Related actions

All APIs by task

" }, "DescribeBuild": { "name": "DescribeBuild", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeBuildInput" }, "output": { "shape": "DescribeBuildOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build

All APIs by task

" }, "DescribeCompute": { "name": "DescribeCompute", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeComputeInput" }, "output": { "shape": "DescribeComputeOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute.

To request information on a specific compute, provide the fleet ID and compute name.

If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information:

" }, "DescribeContainerGroupDefinition": { "name": "DescribeContainerGroupDefinition", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeContainerGroupDefinitionInput" }, "output": { "shape": "DescribeContainerGroupDefinitionOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

This operation is used with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves the properties of a container group definition, including all container definitions in the group.

To retrieve a container group definition, provide a resource identifier. If successful, this operation returns the complete properties of the container group definition.

Learn more

" }, "DescribeEC2InstanceLimits": { "name": "DescribeEC2InstanceLimits", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeEC2InstanceLimitsInput" }, "output": { "shape": "DescribeEC2InstanceLimitsOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "UnauthorizedException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console.

Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:

This operation can be used in the following ways:

If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type.

Learn more

Setting up Amazon GameLift fleets

" }, "DescribeFleetAttributes": { "name": "DescribeFleetAttributes", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetAttributesInput" }, "output": { "shape": "DescribeFleetAttributesOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing hardware and deployment configuration for instances in the fleet.

You can use this operation in the following ways:

When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Learn more

Setting up Amazon GameLift fleets

" }, "DescribeFleetCapacity": { "name": "DescribeFleetCapacity", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetCapacityInput" }, "output": { "shape": "DescribeFleetCapacityOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves the resource capacity settings for one or more fleets. For a container fleet, this operation also returns counts for replica container groups.

With multi-location fleets, this operation retrieves data for the fleet's home Region only. To retrieve capacity for remote locations, see DescribeFleetLocationCapacity.

This operation can be used in the following ways:

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. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. Capacity values are returned only for fleets that currently exist.

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

Learn more

Setting up Amazon GameLift fleets

GameLift metrics for fleets

" }, "DescribeFleetEvents": { "name": "DescribeFleetEvents", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetEventsInput" }, "output": { "shape": "DescribeFleetEventsOutput" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" } ], "documentation": "

Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.

You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a collection of event log entries matching the request are returned.

Learn more

Setting up Amazon GameLift fleets

" }, "DescribeFleetLocationAttributes": { "name": "DescribeFleetLocationAttributes", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetLocationAttributesInput" }, "output": { "shape": "DescribeFleetLocationAttributesOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.

This operation can be used in the following ways:

When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes.

Learn more

Setting up Amazon GameLift fleets

Amazon GameLift service locations for managed hosting

" }, "DescribeFleetLocationCapacity": { "name": "DescribeFleetLocationCapacity", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetLocationCapacityInput" }, "output": { "shape": "DescribeFleetLocationCapacityOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. For a container fleet, this operation also returns counts for replica container groups.

Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity).

To retrieve capacity data, identify a fleet and location.

If successful, a FleetCapacity object is returned for the requested fleet location.

Learn more

Setting up Amazon GameLift fleets

Amazon GameLift service locations for managed hosting

GameLift metrics for fleets

" }, "DescribeFleetLocationUtilization": { "name": "DescribeFleetLocationUtilization", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetLocationUtilizationInput" }, "output": { "shape": "DescribeFleetLocationUtilizationOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization).

To retrieve utilization data, identify a fleet and location.

If successful, a FleetUtilization object is returned for the requested fleet location.

Learn more

Setting up Amazon GameLift fleets

Amazon GameLift service locations for managed hosting

GameLift metrics for fleets

" }, "DescribeFleetPortSettings": { "name": "DescribeFleetPortSettings", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetPortSettingsInput" }, "output": { "shape": "DescribeFleetPortSettingsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves a fleet's inbound connection permissions. Connection permissions specify IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game server processes that are running in the fleet must use a port that falls within this range. To connect to game server processes on a container fleet, the port settings should include one or more of the fleet's connection ports.

Use this operation in the following ways:

If successful, a set of IpPermission objects is returned for the requested fleet ID. When specifying a location, this operation returns a pending status. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

" }, "DescribeFleetUtilization": { "name": "DescribeFleetUtilization", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeFleetUtilizationInput" }, "output": { "shape": "DescribeFleetUtilizationOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.

This operation can be used in the following ways:

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region.

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

Learn more

Setting up Amazon GameLift Fleets

GameLift Metrics for Fleets

" }, "DescribeGameServer": { "name": "DescribeGameServer", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameServerInput" }, "output": { "shape": "DescribeGameServerOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

Amazon GameLift FleetIQ Guide

" }, "DescribeGameServerGroup": { "name": "DescribeGameServerGroup", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameServerGroupInput" }, "output": { "shape": "DescribeGameServerGroupOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information on a game server group. This operation returns only properties related to Amazon GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.

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

Learn more

Amazon GameLift FleetIQ Guide

" }, "DescribeGameServerInstances": { "name": "DescribeGameServerInstances", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameServerInstancesInput" }, "output": { "shape": "DescribeGameServerInstancesOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves status information about the Amazon EC2 instances associated with a Amazon GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers.

To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.

This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.

Learn more

Amazon GameLift FleetIQ Guide

" }, "DescribeGameSessionDetails": { "name": "DescribeGameSessionDetails", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameSessionDetailsInput" }, "output": { "shape": "DescribeGameSessionDetailsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSessionDetail object is returned for each game session that matches the request.

Learn more

Find a game session

All APIs by task

" }, "DescribeGameSessionPlacement": { "name": "DescribeGameSessionPlacement", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameSessionPlacementInput" }, "output": { "shape": "DescribeGameSessionPlacementOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Retrieves information, including current status, about a game session placement request.

To get game session placement details, specify the placement ID.

This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage.

" }, "DescribeGameSessionQueues": { "name": "DescribeGameSessionQueues", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameSessionQueuesInput" }, "output": { "shape": "DescribeGameSessionQueuesOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

Learn more

View Your Queues

" }, "DescribeGameSessions": { "name": "DescribeGameSessions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeGameSessionsInput" }, "output": { "shape": "DescribeGameSessionsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request.

This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage.

Available in Amazon GameLift Local.

Learn more

Find a game session

All APIs by task

" }, "DescribeInstances": { "name": "DescribeInstances", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeInstancesInput" }, "output": { "shape": "DescribeInstancesOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves information about the EC2 instances in an Amazon GameLift managed fleet, including instance ID, connection data, and status. You can use this operation with a multi-location fleet to get location-specific instance information. As an alternative, use the operations ListCompute and DescribeCompute to retrieve information for compute resources, including EC2 and Anywhere fleets.

You can call this operation in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns Instance objects for each requested instance, listed in no particular order. If you call this operation for an Anywhere fleet, you receive an InvalidRequestException.

Learn more

Remotely connect to fleet instances

Debug fleet issues

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" }, "DescribeMatchmaking": { "name": "DescribeMatchmaking", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeMatchmakingInput" }, "output": { "shape": "DescribeMatchmakingOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

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

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

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

" }, "DescribeMatchmakingConfigurations": { "name": "DescribeMatchmakingConfigurations", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeMatchmakingConfigurationsInput" }, "output": { "shape": "DescribeMatchmakingConfigurationsOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves the details of FlexMatch matchmaking configurations.

This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting up FlexMatch matchmakers

" }, "DescribeMatchmakingRuleSets": { "name": "DescribeMatchmakingRuleSets", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeMatchmakingRuleSetsInput" }, "output": { "shape": "DescribeMatchmakingRuleSetsOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

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

Learn more

" }, "DescribePlayerSessions": { "name": "DescribePlayerSessions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribePlayerSessionsInput" }, "output": { "shape": "DescribePlayerSessionsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. If you provide a specific PlayerSessionId or PlayerId, Amazon GameLift ignores the filter criteria. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a PlayerSession object is returned for each session that matches the request.

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All APIs by task

" }, "DescribeRuntimeConfiguration": { "name": "DescribeRuntimeConfiguration", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeRuntimeConfigurationInput" }, "output": { "shape": "DescribeRuntimeConfigurationOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" } ], "documentation": "

Retrieves a fleet's runtime configuration settings. The runtime configuration determines which server processes run, and how, on computes in the fleet. For managed EC2 fleets, the runtime configuration describes server processes that run on each fleet instance. For container fleets, the runtime configuration describes server processes that run in each replica container group. You can update a fleet's runtime configuration at any time using UpdateRuntimeConfiguration.

To get the current runtime configuration for a fleet, provide the fleet ID.

If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up Amazon GameLift fleets

Running multiple processes on a fleet

" }, "DescribeScalingPolicies": { "name": "DescribeScalingPolicies", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeScalingPoliciesInput" }, "output": { "shape": "DescribeScalingPoliciesOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves all scaling policies applied to a fleet.

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

A fleet may have all of its scaling policies suspended. This operation does not affect the status of the scaling policies, which remains ACTIVE.

" }, "DescribeScript": { "name": "DescribeScript", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeScriptInput" }, "output": { "shape": "DescribeScriptOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "NotFoundException" } ], "documentation": "

Retrieves properties for a Realtime script.

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

Learn more

Amazon GameLift Realtime Servers

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All APIs by task

" }, "DescribeVpcPeeringAuthorizations": { "name": "DescribeVpcPeeringAuthorizations", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeVpcPeeringAuthorizationsInput" }, "output": { "shape": "DescribeVpcPeeringAuthorizationsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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All APIs by task

" }, "DescribeVpcPeeringConnections": { "name": "DescribeVpcPeeringConnections", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "DescribeVpcPeeringConnectionsInput" }, "output": { "shape": "DescribeVpcPeeringConnectionsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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

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All APIs by task

" }, "GetComputeAccess": { "name": "GetComputeAccess", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "GetComputeAccessInput" }, "output": { "shape": "GetComputeAccessOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Requests authorization to remotely connect to a hosting resource in a Amazon GameLift managed fleet. This operation is not used with Amazon GameLift Anywhere fleets

To request access, specify the compute name and the fleet ID. If successful, this operation returns a set of temporary Amazon Web Services credentials, including a two-part access key and a session token.

EC2 fleets

With an EC2 fleet (where compute type is EC2), use these credentials with Amazon EC2 Systems Manager (SSM) to start a session with the compute. For more details, see Starting a session (CLI) in the Amazon EC2 Systems Manager User Guide.

Container fleets

With a container fleet (where compute type is CONTAINER), use these credentials and the target value with SSM to connect to the fleet instance where the container is running. After you're connected to the instance, use Docker commands to interact with the container.

Learn more

" }, "GetComputeAuthToken": { "name": "GetComputeAuthToken", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "GetComputeAuthTokenInput" }, "output": { "shape": "GetComputeAuthTokenOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Requests an authentication token from Amazon GameLift for a compute resource in an Amazon GameLift Anywhere fleet or container fleet. Game servers that are running on the compute use this token to communicate with the Amazon GameLift service, such as when calling the Amazon GameLift server SDK action InitSDK(). Authentication tokens are valid for a limited time span, so you need to request a fresh token before the current token expires.

Use this operation based on the fleet compute type:

Learn more

" }, "GetGameSessionLogUrl": { "name": "GetGameSessionLogUrl", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "GetGameSessionLogUrlInput" }, "output": { "shape": "GetGameSessionLogUrlOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" } ], "documentation": "

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

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

All APIs by task

" }, "GetInstanceAccess": { "name": "GetInstanceAccess", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "GetInstanceAccessInput" }, "output": { "shape": "GetInstanceAccessOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Requests authorization to remotely connect to an instance in an Amazon GameLift managed fleet. Use this operation to connect to instances with game servers that use Amazon GameLift server SDK 4.x or earlier. To connect to instances with game servers that use server SDK 5.x or later, call GetComputeAccess.

To request access to an instance, specify IDs for the instance and the fleet it belongs to. You can retrieve instance IDs for a fleet by calling DescribeInstances with the fleet ID.

If successful, this operation returns an IP address and credentials. The returned credentials match the operating system of the instance, as follows:

Learn more

Remotely connect to fleet instances

Debug fleet issues

Related actions

All APIs by task

" }, "ListAliases": { "name": "ListAliases", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListAliasesInput" }, "output": { "shape": "ListAliasesOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

Returned aliases are not listed in any particular order.

Related actions

All APIs by task

" }, "ListBuilds": { "name": "ListBuilds", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListBuildsInput" }, "output": { "shape": "ListBuildsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

All APIs by task

" }, "ListCompute": { "name": "ListCompute", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListComputeInput" }, "output": { "shape": "ListComputeOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves information on the compute resources in an Amazon GameLift fleet.

To request a list of computes, specify the fleet ID. Use the pagination parameters to retrieve results in a set of sequential pages.

You can filter the result set by location.

If successful, this operation returns information on all computes in the requested fleet. Depending on the fleet's compute type, the result includes the following information:

" }, "ListContainerGroupDefinitions": { "name": "ListContainerGroupDefinitions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListContainerGroupDefinitionsInput" }, "output": { "shape": "ListContainerGroupDefinitionsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

This operation is used with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves all container group definitions for the Amazon Web Services account and Amazon Web Services Region that are currently in use. You can filter the result set by the container groups' scheduling strategy. Use the pagination parameters to retrieve results in a set of sequential pages.

This operation returns the list of container group definitions in no particular order.

Learn more

" }, "ListFleets": { "name": "ListFleets", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListFleetsInput" }, "output": { "shape": "ListFleetsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Retrieves a collection of fleet resources in an Amazon Web Services Region. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

You can use operation in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, this operation returns a list of fleet IDs that match the request parameters. A NextToken value is also returned if there are more result pages to retrieve.

Fleet IDs are returned in no particular order.

" }, "ListGameServerGroups": { "name": "ListGameServerGroups", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListGameServerGroupsInput" }, "output": { "shape": "ListGameServerGroupsOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Lists a game server groups.

" }, "ListGameServers": { "name": "ListGameServers", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListGameServersInput" }, "output": { "shape": "ListGameServersOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

Amazon GameLift FleetIQ Guide

" }, "ListLocations": { "name": "ListLocations", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListLocationsInput" }, "output": { "shape": "ListLocationsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" } ], "documentation": "

Lists all custom and Amazon Web Services locations.

" }, "ListScripts": { "name": "ListScripts", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListScriptsInput" }, "output": { "shape": "ListScriptsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "InternalServiceException" } ], "documentation": "

Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use.

Learn more

Amazon GameLift Realtime Servers

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" }, "ListTagsForResource": { "name": "ListTagsForResource", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ListTagsForResourceRequest" }, "output": { "shape": "ListTagsForResourceResponse" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Retrieves all tags assigned to a Amazon GameLift resource. Use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.

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

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

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" }, "PutScalingPolicy": { "name": "PutScalingPolicy", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "PutScalingPolicyInput" }, "output": { "shape": "PutScalingPolicyOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" } ], "documentation": "

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

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

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

Target-based policy

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

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

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

Rule-based policy

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

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

A policy's rule statement has the following structure:

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

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

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

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

" }, "RegisterCompute": { "name": "RegisterCompute", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "RegisterComputeInput" }, "output": { "shape": "RegisterComputeOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "InternalServiceException" }, { "shape": "NotReadyException" }, { "shape": "LimitExceededException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Registers a compute resource in an Amazon GameLift fleet. Register computes with an Amazon GameLift Anywhere fleet or a container fleet.

For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to register fleet computes.

To register a compute, give the compute a name (must be unique within the fleet) and specify the compute resource's DNS name or IP address. Provide a fleet ID and a fleet location to associate with the compute being registered. You can optionally include the path to a TLS certificate on the compute resource.

If successful, this operation returns compute details, including an Amazon GameLift SDK endpoint or Agent endpoint. Game server processes running on the compute can use this endpoint to communicate with the Amazon GameLift service. Each server process includes the SDK endpoint in its call to the Amazon GameLift server SDK action InitSDK().

To view compute details, call DescribeCompute with the compute name.

Learn more

" }, "RegisterGameServer": { "name": "RegisterGameServer", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "RegisterGameServerInput" }, "output": { "shape": "RegisterGameServerOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "ConflictException" }, { "shape": "UnauthorizedException" }, { "shape": "LimitExceededException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Creates a new game server resource and notifies Amazon GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.

Learn more

Amazon GameLift FleetIQ Guide

" }, "RequestUploadCredentials": { "name": "RequestUploadCredentials", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "RequestUploadCredentialsInput" }, "output": { "shape": "RequestUploadCredentialsOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

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

Learn more

Create a Build with Files in S3

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" }, "ResolveAlias": { "name": "ResolveAlias", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ResolveAliasInput" }, "output": { "shape": "ResolveAliasOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "InternalServiceException" } ], "documentation": "

Attempts to retrieve a fleet ID that is associated with an alias. Specify a unique alias identifier.

If the alias has a SIMPLE routing strategy, Amazon GameLift returns a fleet ID. If the alias has a TERMINAL routing strategy, the result is a TerminalRoutingStrategyException.

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" }, "ResumeGameServerGroup": { "name": "ResumeGameServerGroup", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ResumeGameServerGroupInput" }, "output": { "shape": "ResumeGameServerGroupOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by the SuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

Amazon GameLift FleetIQ Guide

" }, "SearchGameSessions": { "name": "SearchGameSessions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "SearchGameSessionsInput" }, "output": { "shape": "SearchGameSessionsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "TerminalRoutingStrategyException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or a game session placement queue.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions .

To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.

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.

All APIs by task

" }, "StartFleetActions": { "name": "StartFleetActions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StartFleetActionsInput" }, "output": { "shape": "StartFleetActionsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

If successful, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect.

Learn more

Setting up Amazon GameLift fleets

" }, "StartGameSessionPlacement": { "name": "StartGameSessionPlacement", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StartGameSessionPlacementInput" }, "output": { "shape": "StartGameSessionPlacementOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" } ], "documentation": "

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

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

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

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

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

If successful, a new game session placement is created.

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

" }, "StartMatchBackfill": { "name": "StartMatchBackfill", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StartMatchBackfillInput" }, "output": { "shape": "StartMatchBackfillOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with Amazon GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSessions ID. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Only game sessions created by FlexMatch are supported for match backfill.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How Amazon GameLift FlexMatch works

" }, "StartMatchmaking": { "name": "StartMatchmaking", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StartMatchmakingInput" }, "output": { "shape": "StartMatchmakingOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift managed hosting, this operation also triggers Amazon GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How Amazon GameLift FlexMatch works

" }, "StopFleetActions": { "name": "StopFleetActions", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StopFleetActionsInput" }, "output": { "shape": "StopFleetActionsOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

If successful, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. To restart fleet actions again, call StartFleetActions.

Learn more

Setting up Amazon GameLift Fleets

" }, "StopGameSessionPlacement": { "name": "StopGameSessionPlacement", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StopGameSessionPlacementInput" }, "output": { "shape": "StopGameSessionPlacementOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

" }, "StopMatchmaking": { "name": "StopMatchmaking", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "StopMatchmakingInput" }, "output": { "shape": "StopMatchmakingOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

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

Learn more

Add FlexMatch to a game client

" }, "SuspendGameServerGroup": { "name": "SuspendGameServerGroup", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "SuspendGameServerGroupInput" }, "output": { "shape": "SuspendGameServerGroupOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

Amazon GameLift FleetIQ Guide

" }, "TagResource": { "name": "TagResource", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "TagResourceRequest" }, "output": { "shape": "TagResourceResponse" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, and more. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

" }, "UntagResource": { "name": "UntagResource", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UntagResourceRequest" }, "output": { "shape": "UntagResourceResponse" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "InvalidRequestException" }, { "shape": "TaggingFailedException" }, { "shape": "InternalServiceException" } ], "documentation": "

Removes a tag assigned to a Amazon GameLift resource. You can use resource tags to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for Amazon GameLift resources that support tagging.

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to remove. This operation succeeds even if the list includes tags that aren't assigned to the resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

" }, "UpdateAlias": { "name": "UpdateAlias", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateAliasInput" }, "output": { "shape": "UpdateAliasOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Updates properties for an alias. Specify the unique identifier of the alias to be updated and the new property values. When reassigning an alias to a new fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Related actions

All APIs by task

" }, "UpdateBuild": { "name": "UpdateBuild", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateBuildInput" }, "output": { "shape": "UpdateBuildOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

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

Learn more

Upload a Custom Server Build

All APIs by task

" }, "UpdateFleetAttributes": { "name": "UpdateFleetAttributes", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateFleetAttributesInput" }, "output": { "shape": "UpdateFleetAttributesOutput" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "ConflictException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "LimitExceededException" }, { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Updates a fleet's mutable attributes, such as game session protection and resource creation limits.

To update fleet attributes, specify the fleet ID and the property values that you want to change. If successful, Amazon GameLift returns the identifiers for the updated fleet.

Learn more

Setting up Amazon GameLift fleets

" }, "UpdateFleetCapacity": { "name": "UpdateFleetCapacity", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateFleetCapacityInput" }, "output": { "shape": "UpdateFleetCapacityOutput" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "ConflictException" }, { "shape": "LimitExceededException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Updates capacity settings for a managed EC2 fleet or container fleet. For these fleets, you adjust capacity by changing the number of instances in the fleet. Fleet capacity determines the number of game sessions and players that the fleet can host based on its configuration. For fleets with multiple locations, use this operation to manage capacity settings in each location individually.

Use this operation to set these fleet capacity properties:

To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status.

To update capacity for a fleet's remote location, set the Location parameter to the location to update. The location must be in ACTIVE status.

If successful, Amazon GameLift updates the capacity settings and returns the identifiers for the updated fleet and/or location. If a requested change to desired capacity exceeds the instance type's limit, the LimitExceeded exception occurs.

Updates often prompt an immediate change in fleet capacity, such as when current capacity is different than the new desired capacity or outside the new limits. In this scenario, Amazon GameLift automatically initiates steps to add or remove instances in the fleet location. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity.

Learn more

Scaling fleet capacity

" }, "UpdateFleetPortSettings": { "name": "UpdateFleetPortSettings", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateFleetPortSettingsInput" }, "output": { "shape": "UpdateFleetPortSettingsOutput" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "ConflictException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "LimitExceededException" }, { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "UnauthorizedException" } ], "documentation": "

Updates permissions that allow inbound traffic to connect to game sessions in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. 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.

For a container fleet, inbound permissions must specify port numbers that are defined in the fleet's connection port settings.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

Learn more

Setting up Amazon GameLift fleets

" }, "UpdateGameServer": { "name": "UpdateGameServer", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateGameServerInput" }, "output": { "shape": "UpdateGameServerOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

Amazon GameLift FleetIQ Guide

" }, "UpdateGameServerGroup": { "name": "UpdateGameServerGroup", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateGameServerGroupInput" }, "output": { "shape": "UpdateGameServerGroupOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" }, { "shape": "InternalServiceException" } ], "documentation": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Updates Amazon GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that Amazon GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

Learn more

Amazon GameLift FleetIQ Guide

" }, "UpdateGameSession": { "name": "UpdateGameSession", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateGameSessionInput" }, "output": { "shape": "UpdateGameSessionOutput" }, "errors": [ { "shape": "NotFoundException" }, { "shape": "ConflictException" }, { "shape": "InternalServiceException" }, { "shape": "UnauthorizedException" }, { "shape": "InvalidGameSessionStatusException" }, { "shape": "InvalidRequestException" } ], "documentation": "

Updates the mutable properties of a game session.

To update a game session, specify the game session ID and the values you want to change.

If successful, the updated GameSession object is returned.

All APIs by task

" }, "UpdateGameSessionQueue": { "name": "UpdateGameSessionQueue", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateGameSessionQueueInput" }, "output": { "shape": "UpdateGameSessionQueueOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "UnauthorizedException" } ], "documentation": "

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

Learn more

Using Multi-Region Queues

" }, "UpdateMatchmakingConfiguration": { "name": "UpdateMatchmakingConfiguration", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateMatchmakingConfigurationInput" }, "output": { "shape": "UpdateMatchmakingConfigurationOutput" }, "errors": [ { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" } ], "documentation": "

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch matchmaker

" }, "UpdateRuntimeConfiguration": { "name": "UpdateRuntimeConfiguration", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateRuntimeConfigurationInput" }, "output": { "shape": "UpdateRuntimeConfigurationOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" }, { "shape": "InvalidRequestException" }, { "shape": "InvalidFleetStatusException" }, { "shape": "LimitExceededException" } ], "documentation": "

Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on computes in the fleet. For managed EC2 fleets, it determines what server processes to run on each fleet instance. For container fleets, it describes what server processes to run in each replica container group. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status.

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

If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.

Learn more

Setting up Amazon GameLift fleets

" }, "UpdateScript": { "name": "UpdateScript", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "UpdateScriptInput" }, "output": { "shape": "UpdateScriptOutput" }, "errors": [ { "shape": "UnauthorizedException" }, { "shape": "InvalidRequestException" }, { "shape": "NotFoundException" }, { "shape": "InternalServiceException" } ], "documentation": "

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers

Related actions

All APIs by task

" }, "ValidateMatchmakingRuleSet": { "name": "ValidateMatchmakingRuleSet", "http": { "method": "POST", "requestUri": "/" }, "input": { "shape": "ValidateMatchmakingRuleSetInput" }, "output": { "shape": "ValidateMatchmakingRuleSetOutput" }, "errors": [ { "shape": "InternalServiceException" }, { "shape": "UnsupportedRegionException" }, { "shape": "InvalidRequestException" } ], "documentation": "

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

" } }, "shapes": { "AcceptMatchInput": { "type": "structure", "required": [ "TicketId", "PlayerIds", "AcceptanceType" ], "members": { "TicketId": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

" }, "PlayerIds": { "shape": "PlayerIdsForAcceptMatch", "documentation": "

A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

" }, "AcceptanceType": { "shape": "AcceptanceType", "documentation": "

Player response to the proposed match.

" } } }, "AcceptMatchOutput": { "type": "structure", "members": {} }, "AcceptanceType": { "type": "string", "enum": [ "ACCEPT", "REJECT" ] }, "Alias": { "type": "structure", "members": { "AliasId": { "shape": "AliasId", "documentation": "

A unique identifier for the alias. Alias IDs are unique within a Region.

" }, "Name": { "shape": "NonBlankAndLengthConstraintString", "documentation": "

A descriptive label that is associated with an alias. Alias names do not need to be unique.

" }, "AliasArn": { "shape": "AliasArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.

" }, "Description": { "shape": "FreeText", "documentation": "

A human-readable description of an alias.

" }, "RoutingStrategy": { "shape": "RoutingStrategy", "documentation": "

The routing configuration, including routing type and fleet target, for the alias.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "LastUpdatedTime": { "shape": "Timestamp", "documentation": "

The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" } }, "documentation": "

Properties that describe an alias resource.

Related actions

All APIs by task

" }, "AliasArn": { "type": "string", "pattern": "^arn:.*:alias\\/alias-\\S+" }, "AliasId": { "type": "string", "pattern": "^alias-\\S+" }, "AliasIdOrArn": { "type": "string", "pattern": "^alias-\\S+|^arn:.*:alias\\/alias-\\S+" }, "AliasList": { "type": "list", "member": { "shape": "Alias" } }, "AmazonResourceName": { "type": "string", "max": 1011, "min": 1 }, "AnywhereConfiguration": { "type": "structure", "required": [ "Cost" ], "members": { "Cost": { "shape": "NonNegativeLimitedLengthDouble", "documentation": "

The cost to run your fleet per hour. Amazon GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues in the Amazon GameLift Developer Guide.

" } }, "documentation": "

Amazon GameLift configuration options for your Anywhere fleets.

" }, "ArnStringModel": { "type": "string", "max": 256, "min": 1, "pattern": "[a-zA-Z0-9:/-]+" }, "AttributeValue": { "type": "structure", "members": { "S": { "shape": "PlayerAttributeString", "documentation": "

For single string values. Maximum string length is 100 characters.

" }, "N": { "shape": "DoubleObject", "documentation": "

For number values, expressed as double.

" }, "SL": { "shape": "PlayerAttributeStringList", "documentation": "

For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

" }, "SDM": { "shape": "PlayerAttributeStringDoubleMap", "documentation": "

For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

" } }, "documentation": "

Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

" }, "AutoScalingGroupArn": { "type": "string", "max": 256, "min": 0, "pattern": "[\\u0020-\\uD7FF\\uE000-\\uFFFD\\uD800\\uDC00-\\uDBFF\\uDFFF\\r\\n\\t]*" }, "AwsCredentials": { "type": "structure", "members": { "AccessKeyId": { "shape": "NonEmptyString", "documentation": "

The access key ID that identifies the temporary security credentials.

" }, "SecretAccessKey": { "shape": "NonEmptyString", "documentation": "

The secret access key that can be used to sign requests.

" }, "SessionToken": { "shape": "NonEmptyString", "documentation": "

The token that users must pass to the service API to use the temporary credentials.

" } }, "documentation": "

Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.

Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests.

You need Amazon Web Services credentials for the following tasks:

", "sensitive": true }, "BackfillMode": { "type": "string", "enum": [ "AUTOMATIC", "MANUAL" ] }, "BalancingStrategy": { "type": "string", "enum": [ "SPOT_ONLY", "SPOT_PREFERRED", "ON_DEMAND_ONLY" ] }, "BooleanModel": { "type": "boolean" }, "Build": { "type": "structure", "members": { "BuildId": { "shape": "BuildId", "documentation": "

A unique identifier for the build.

" }, "BuildArn": { "shape": "BuildArn", "documentation": "

The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.

" }, "Name": { "shape": "FreeText", "documentation": "

A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.

" }, "Version": { "shape": "FreeText", "documentation": "

Version information associated with a build or script. Version strings don't need to be unique.

" }, "Status": { "shape": "BuildStatus", "documentation": "

Current status of the build.

Possible build statuses include the following:

" }, "SizeOnDisk": { "shape": "PositiveLong", "documentation": "

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.

" }, "OperatingSystem": { "shape": "OperatingSystem", "documentation": "

Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "ServerSdkVersion": { "shape": "ServerSdkVersion", "documentation": "

The Amazon GameLift Server SDK version used to develop your game server.

" } }, "documentation": "

Properties describing a custom game build.

All APIs by task

" }, "BuildArn": { "type": "string", "pattern": "^arn:.*:build\\/build-\\S+" }, "BuildId": { "type": "string", "pattern": "^build-\\S+" }, "BuildIdOrArn": { "type": "string", "pattern": "^build-\\S+|^arn:.*:build\\/build-\\S+" }, "BuildList": { "type": "list", "member": { "shape": "Build" } }, "BuildStatus": { "type": "string", "enum": [ "INITIALIZED", "READY", "FAILED" ] }, "CertificateConfiguration": { "type": "structure", "required": [ "CertificateType" ], "members": { "CertificateType": { "shape": "CertificateType", "documentation": "

Indicates whether a TLS/SSL certificate is generated for a fleet.

Valid values include:

" } }, "documentation": "

This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the Amazon GameLift Server SDK operation GetInstanceCertificate.

" }, "CertificateType": { "type": "string", "enum": [ "DISABLED", "GENERATED" ] }, "ClaimFilterOption": { "type": "structure", "members": { "InstanceStatuses": { "shape": "FilterInstanceStatuses", "documentation": "

List of instance statuses that game servers may be claimed on. If provided, the list must contain the ACTIVE status.

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Filters which game servers may be claimed when calling ClaimGameServer.

" }, "ClaimGameServerInput": { "type": "structure", "required": [ "GameServerGroupName" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.

" }, "GameServerId": { "shape": "GameServerId", "documentation": "

A custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift FleetIQ searches for an available game server in the specified game server group.

" }, "GameServerData": { "shape": "GameServerData", "documentation": "

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

" }, "FilterOption": { "shape": "ClaimFilterOption", "documentation": "

Object that restricts how a claimed game server is chosen.

" } } }, "ClaimGameServerOutput": { "type": "structure", "members": { "GameServer": { "shape": "GameServer", "documentation": "

Object that describes the newly claimed game server.

" } } }, "ComparisonOperatorType": { "type": "string", "enum": [ "GreaterThanOrEqualToThreshold", "GreaterThanThreshold", "LessThanThreshold", "LessThanOrEqualToThreshold" ] }, "Compute": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that the compute belongs to.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) of the fleet that the compute belongs to.

" }, "ComputeName": { "shape": "ComputeName", "documentation": "

A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is the same value as the InstanceId ID.

" }, "ComputeArn": { "shape": "ComputeArn", "documentation": "

The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are unique across locations. Instances in managed EC2 fleets are not assigned a Compute ARN.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

The IP address of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.

" }, "DnsName": { "shape": "DnsName", "documentation": "

The DNS name of a compute resource. Amazon GameLift requires a DNS name or IP address for a compute.

" }, "ComputeStatus": { "shape": "ComputeStatus", "documentation": "

Current status of the compute. A compute must have an ACTIVE status to host game sessions.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The name of the custom location you added to the fleet that this compute resource resides in.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "OperatingSystem": { "shape": "OperatingSystem", "documentation": "

The type of operating system on the compute resource.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "Type": { "shape": "EC2InstanceType", "documentation": "

The Amazon EC2 instance type that the fleet uses. For registered computes in an Amazon GameLift Anywhere fleet, this property is empty.

" }, "GameLiftServiceSdkEndpoint": { "shape": "GameLiftServiceSdkEndpointOutput", "documentation": "

The Amazon GameLift SDK endpoint connection for a registered compute resource in an Anywhere fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift service.

" }, "GameLiftAgentEndpoint": { "shape": "GameLiftAgentEndpointOutput", "documentation": "

The endpoint of the Amazon GameLift Agent.

" }, "InstanceId": { "shape": "InstanceId", "documentation": "

The InstanceID of the Instance hosting the compute for Container and Managed EC2 fleets.

" }, "ContainerAttributes": { "shape": "ContainerAttributes", "documentation": "

Some attributes of a container.

" } }, "documentation": "

This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

An Amazon GameLift compute resource for hosting your game servers. Computes in an Amazon GameLift fleet differs depending on the fleet's compute type property as follows:

" }, "ComputeArn": { "type": "string", "max": 1024, "pattern": "^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?" }, "ComputeAuthToken": { "type": "string", "max": 64, "min": 1, "pattern": "^[a-zA-Z0-9\\-]+" }, "ComputeList": { "type": "list", "member": { "shape": "Compute" } }, "ComputeName": { "type": "string", "max": 128, "min": 1, "pattern": "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?" }, "ComputeNameOrArn": { "type": "string", "max": 1024, "pattern": "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$|^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?" }, "ComputeStatus": { "type": "string", "enum": [ "PENDING", "ACTIVE", "TERMINATING" ] }, "ComputeType": { "type": "string", "enum": [ "EC2", "ANYWHERE", "CONTAINER" ] }, "ConnectionPortRange": { "type": "structure", "required": [ "FromPort", "ToPort" ], "members": { "FromPort": { "shape": "PortNumber", "documentation": "

Starting value for the port range.

" }, "ToPort": { "shape": "PortNumber", "documentation": "

Ending value for the port. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.

" } }, "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

The set of port numbers to open on each instance in a container fleet. Connection ports are used by inbound traffic to connect with processes that are running in containers on the fleet.

Part of: ContainerGroupsConfiguration, ContainerGroupsAttributes

" }, "ContainerAttributes": { "type": "structure", "members": { "ContainerPortMappings": { "shape": "ContainerPortMappingList", "documentation": "

Describes how container ports map to connection ports on the fleet instance. Incoming traffic connects to a game via a connection port. A ContainerPortMapping directs the traffic from a connection port to a port on the container that hosts the game session.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

Describes attributes of containers that are deployed to a fleet with compute type CONTAINER.

" }, "ContainerCommandStringList": { "type": "list", "member": { "shape": "NonZeroAnd255MaxString" }, "max": 20, "min": 1 }, "ContainerCpu": { "type": "integer", "max": 10240, "min": 1 }, "ContainerDefinition": { "type": "structure", "required": [ "ContainerName", "ImageUri" ], "members": { "ContainerName": { "shape": "NonZeroAnd128MaxAsciiString", "documentation": "

The container definition identifier. Container names are unique within a container group definition.

" }, "ImageUri": { "shape": "ImageUriString", "documentation": "

The URI to the image that $short; copied and deployed to a container fleet. For a more specific identifier, see ResolvedImageDigest.

" }, "ResolvedImageDigest": { "shape": "Sha256", "documentation": "

A unique and immutable identifier for the container image that is deployed to a container fleet. The digest is a SHA 256 hash of the container image manifest.

" }, "MemoryLimits": { "shape": "ContainerMemoryLimits", "documentation": "

The amount of memory that Amazon GameLift makes available to the container. If memory limits aren't set for an individual container, the container shares the container group's total memory allocation.

Related data type: ContainerGroupDefinition$TotalMemoryLimit

" }, "PortConfiguration": { "shape": "ContainerPortConfiguration", "documentation": "

Defines the ports that are available to assign to processes in the container. For example, a game server process requires a container port to allow game clients to connect to it. Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange.

" }, "Cpu": { "shape": "ContainerCpu", "documentation": "

The number of CPU units that are reserved for the container. Note: 1 vCPU unit equals 1024 CPU units. If no resources are reserved, the container shares the total CPU limit for the container group.

Related data type: ContainerGroupDefinition$TotalCpuLimit

" }, "HealthCheck": { "shape": "ContainerHealthCheck", "documentation": "

A configuration for a non-terminal health check. A container, which automatically restarts if it stops functioning, also restarts if it fails this health check. If an essential container in the daemon group fails a health check, the entire container group is restarted. The essential container in the replica group doesn't use this health check mechanism, because the Amazon GameLift Agent automatically handles the task.

" }, "Command": { "shape": "ContainerCommandStringList", "documentation": "

A command that's passed to the container on startup. Each argument for the command is an additional string in the array. See the ContainerDefinition::command parameter in the Amazon Elastic Container Service API reference.

" }, "Essential": { "shape": "BooleanModel", "documentation": "

Indicates whether the container is vital to the container group. If an essential container fails, the entire container group is restarted.

" }, "EntryPoint": { "shape": "ContainerEntryPointList", "documentation": "

The entry point that's passed to the container on startup. If there are multiple arguments, each argument is an additional string in the array. See the ContainerDefinition::entryPoint parameter in the Amazon Elastic Container Service API Reference.

" }, "WorkingDirectory": { "shape": "NonZeroAnd255MaxString", "documentation": "

The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API Reference.

" }, "Environment": { "shape": "ContainerEnvironmentList", "documentation": "

A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

" }, "DependsOn": { "shape": "ContainerDependencyList", "documentation": "

Indicates that the container relies on the status of other containers in the same container group during its startup and shutdown sequences. A container might have dependencies on multiple containers.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

Describes a container in a container fleet, the resources available to the container, and the commands that are run when the container starts. Container properties can't be updated. To change a property, create a new container group definition. See also ContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions

" }, "ContainerDefinitionInput": { "type": "structure", "required": [ "ContainerName", "ImageUri" ], "members": { "ContainerName": { "shape": "NonZeroAnd128MaxAsciiString", "documentation": "

A string that uniquely identifies the container definition within a container group.

" }, "ImageUri": { "shape": "ImageUriString", "documentation": "

The location of a container image that $short; will copy and deploy to a container fleet. Images in Amazon Elastic Container Registry private repositories are supported. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift endpoints and quotas. You can use any of the following image URI formats:

" }, "MemoryLimits": { "shape": "ContainerMemoryLimits", "documentation": "

The amount of memory to make available to the container. If you don't specify memory limits for this container, then it shares the container group's total memory allocation.

Related data type: ContainerGroupDefinition$TotalMemoryLimit

" }, "PortConfiguration": { "shape": "ContainerPortConfiguration", "documentation": "

A set of ports that Amazon GameLift can assign to processes in the container. All processes that accept inbound traffic connections, including game server processes, must be assigned a port from this set. The set of ports must be large enough to assign one to each process in the container that needs one. If the container includes your game server, include enough ports to assign one port to each concurrent server process (as defined in a container fleet's RuntimeConfiguration). For more details, see Networking for container fleets.

Container ports aren't directly accessed by inbound traffic. Amazon GameLift maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange.

" }, "Cpu": { "shape": "ContainerCpu", "documentation": "

The number of CPU units to reserve for this container. The container can use more resources when needed, if available. Note: 1 vCPU unit equals 1024 CPU units. If you don't reserve CPU units for this container, then it shares the total CPU limit for the container group. This property is similar to the Amazon ECS container definition parameter environment (Amazon Elastic Container Service Developer Guide).

Related data type: ContainerGroupDefinition$TotalCpuLimit

" }, "HealthCheck": { "shape": "ContainerHealthCheck", "documentation": "

Configuration for a non-terminal health check. A container automatically restarts if it stops functioning. This parameter lets you define additional reasons to consider a container unhealthy and restart it. You can set a health check for any container except for the essential container in the replica container group. If an essential container in the daemon group fails a health check, the entire container group is restarted.

" }, "Command": { "shape": "ContainerCommandStringList", "documentation": "

A command to pass to the container on startup. Add multiple arguments as additional strings in the array. See the ContainerDefinition command parameter in the Amazon Elastic Container Service API reference.

" }, "Essential": { "shape": "BooleanModel", "documentation": "

Specifies whether the container is vital for the container group to function properly. If an essential container fails, it causes the entire container group to restart. Each container group must have an essential container.

Replica container groups - A replica group must have exactly one essential container. Use the following to configure an essential replica container:

Daemon container groups - A daemon group must have at least one essential container.

" }, "EntryPoint": { "shape": "ContainerEntryPointList", "documentation": "

An entry point to pass to the container on startup. Add multiple arguments as additional strings in the array. See the ContainerDefinition::entryPoint parameter in the Amazon Elastic Container Service API Reference.

" }, "WorkingDirectory": { "shape": "NonZeroAnd255MaxString", "documentation": "

The directory in the container where commands are run. See the ContainerDefinition::workingDirectory parameter in the Amazon Elastic Container Service API Reference.

" }, "Environment": { "shape": "ContainerEnvironmentList", "documentation": "

A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

" }, "DependsOn": { "shape": "ContainerDependencyList", "documentation": "

Sets up dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.

You can use dependencies to establish a startup/shutdown sequence across the container group. A container startup dependency is reversed on shutdown.

For example, you might specify that SideCarContainerB has a START dependency on SideCarContainerA. This dependency means that SideCarContainerB can't start until after SideCarContainerA has started. This dependency is reversed on shutdown, which means that SideCarContainerB must shut down before SideCarContainerA can shut down.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

Describes a container's configuration, resources, and start instructions. Use this data type to create a container group definition. For the properties of a container that's been deployed to a fleet, see ContainerDefinition. You can't change these properties after you've created the container group definition. If you need a container group with different properties, then you must create a new one.

Used with: CreateContainerGroupDefinition

" }, "ContainerDefinitionInputList": { "type": "list", "member": { "shape": "ContainerDefinitionInput" }, "max": 10, "min": 1 }, "ContainerDefinitionList": { "type": "list", "member": { "shape": "ContainerDefinition" }, "max": 10, "min": 1 }, "ContainerDependency": { "type": "structure", "required": [ "ContainerName", "Condition" ], "members": { "ContainerName": { "shape": "NonZeroAnd128MaxAsciiString", "documentation": "

A descriptive label for the container definition that this container depends on.

" }, "Condition": { "shape": "ContainerDependencyCondition", "documentation": "

The condition that the dependency container must reach before the dependent container can start. Valid conditions include:

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

A container's dependency on another container in the same container group. The dependency impacts how the dependent container is able to start or shut down based the status of the other container.

For example, ContainerA is configured with the following dependency: a START dependency on ContainerB. This means that ContainerA can't start until ContainerB has started. It also means that ContainerA must shut down before ContainerB.

Part of: ContainerDefinition

" }, "ContainerDependencyCondition": { "type": "string", "enum": [ "START", "COMPLETE", "SUCCESS", "HEALTHY" ] }, "ContainerDependencyList": { "type": "list", "member": { "shape": "ContainerDependency" }, "max": 10, "min": 1 }, "ContainerEntryPointList": { "type": "list", "member": { "shape": "NonZeroAndMaxString" }, "max": 20, "min": 1 }, "ContainerEnvironment": { "type": "structure", "required": [ "Name", "Value" ], "members": { "Name": { "shape": "NonZeroAnd255MaxString", "documentation": "

The environment variable name.

" }, "Value": { "shape": "NonZeroAnd255MaxString", "documentation": "

The environment variable value.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

An environment variable to set inside a container, in the form of a key-value pair.

Related data type: ContainerDefinition$Environment

" }, "ContainerEnvironmentList": { "type": "list", "member": { "shape": "ContainerEnvironment" }, "max": 20, "min": 1 }, "ContainerGroupDefinition": { "type": "structure", "members": { "ContainerGroupDefinitionArn": { "shape": "ContainerGroupDefinitionArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift ContainerGroupDefinition resource. It uniquely identifies the resource across all Amazon Web Services Regions. Format is arn:aws:gamelift:<region>::containergroupdefinition/[container group definition name].

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "OperatingSystem": { "shape": "ContainerOperatingSystem", "documentation": "

The platform required for all containers in the container group definition.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "Name": { "shape": "ContainerGroupDefinitionName", "documentation": "

A descriptive identifier for the container group definition. The name value is unique in an Amazon Web Services Region.

" }, "SchedulingStrategy": { "shape": "ContainerSchedulingStrategy", "documentation": "

The method for deploying the container group across fleet instances. A replica container group might have multiple copies on each fleet instance. A daemon container group maintains only one copy per fleet instance.

" }, "TotalMemoryLimit": { "shape": "ContainerTotalMemoryLimit", "documentation": "

The amount of memory (in MiB) on a fleet instance to allocate for the container group. All containers in the group share these resources.

You can set additional limits for each ContainerDefinition in the group. If individual containers have limits, this value must meet the following requirements:

For more details on memory allocation, see the Container fleet design guide.

" }, "TotalCpuLimit": { "shape": "ContainerTotalCpuLimit", "documentation": "

The amount of CPU units on a fleet instance to allocate for the container group. All containers in the group share these resources. This property is an integer value in CPU units (1 vCPU is equal to 1024 CPU units).

You can set additional limits for each ContainerDefinition in the group. If individual containers have limits, this value must be equal to or greater than the sum of all container-specific CPU limits in the group.

For more details on memory allocation, see the Container fleet design guide.

" }, "ContainerDefinitions": { "shape": "ContainerDefinitionList", "documentation": "

The set of container definitions that are included in the container group.

" }, "Status": { "shape": "ContainerGroupDefinitionStatus", "documentation": "

Current status of the container group definition resource. Values include:

" }, "StatusReason": { "shape": "NonZeroAndMaxString", "documentation": "

Additional information about a container group definition that's in FAILED status. Possible reasons include:

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

The properties that describe a container group resource. Container group definition properties can't be updated. To change a property, create a new container group definition.

Used with: CreateContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions

" }, "ContainerGroupDefinitionArn": { "type": "string", "max": 512, "min": 1, "pattern": "^arn:.*:containergroupdefinition\\/containergroupdefinition-[a-zA-Z0-9-]+$" }, "ContainerGroupDefinitionList": { "type": "list", "member": { "shape": "ContainerGroupDefinition" } }, "ContainerGroupDefinitionName": { "type": "string", "max": 128, "min": 1, "pattern": "^[a-zA-Z0-9\\-]+$" }, "ContainerGroupDefinitionNameOrArn": { "type": "string", "max": 512, "min": 1, "pattern": "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+$" }, "ContainerGroupDefinitionNameOrArnLimitedList": { "type": "list", "member": { "shape": "ContainerGroupDefinitionNameOrArn" }, "max": 2, "min": 1 }, "ContainerGroupDefinitionPropertiesList": { "type": "list", "member": { "shape": "ContainerGroupDefinitionProperty" } }, "ContainerGroupDefinitionProperty": { "type": "structure", "members": { "SchedulingStrategy": { "shape": "ContainerSchedulingStrategy", "documentation": "

The method for scheduling and maintaining copies of the container group across a container fleet.

" }, "ContainerGroupDefinitionName": { "shape": "ContainerGroupDefinitionName", "documentation": "

The unique identifier for the container group definition.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

The properties of a container group that is deployed to a container fleet.

Part of: ContainerGroupsAttributes

Returned by: DescribeFleetAttributes

" }, "ContainerGroupDefinitionStatus": { "type": "string", "enum": [ "READY", "COPYING", "FAILED" ] }, "ContainerGroupsAttributes": { "type": "structure", "members": { "ContainerGroupDefinitionProperties": { "shape": "ContainerGroupDefinitionPropertiesList", "documentation": "

A collection of properties that describe each container group in the fleet. A container fleet is deployed with one or more ContainerGroupDefinition resources, which is where these properties are set.

" }, "ConnectionPortRange": { "shape": "ConnectionPortRange", "documentation": "

A set of ports that allow inbound traffic to connect to processes running in the fleet's container groups. Amazon GameLift maps each connection port to a container port, which is assigned to a specific container process. A fleet's connection port range can't be changed, but you can control access to connection ports by updating a fleet's EC2InboundPermissions with UpdateFleetPortSettings.

" }, "ContainerGroupsPerInstance": { "shape": "ContainerGroupsPerInstance", "documentation": "

Details about the number of replica container groups that Amazon GameLift deploys to each instance in the container fleet.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

The properties of container groups that are running on a container fleet. Container group properties for a fleet can't be changed.

Returned by: DescribeFleetAttributes, CreateFleet

" }, "ContainerGroupsConfiguration": { "type": "structure", "required": [ "ContainerGroupDefinitionNames", "ConnectionPortRange" ], "members": { "ContainerGroupDefinitionNames": { "shape": "ContainerGroupDefinitionNameOrArnLimitedList", "documentation": "

The list of container group definition names to deploy to a new container fleet.

" }, "ConnectionPortRange": { "shape": "ConnectionPortRange", "documentation": "

A set of ports to allow inbound traffic, including game clients, to connect to processes running in the container fleet.

Connection ports are dynamically mapped to container ports, which are assigned to individual processes running in a container. The connection port range must have enough ports to map to all container ports across a fleet instance. To calculate the minimum connection ports needed, use the following formula:

[Total number of container ports as defined for containers in the replica container group] * [Desired or calculated number of replica container groups per instance] + [Total number of container ports as defined for containers in the daemon container group]

As a best practice, double the minimum number of connection ports.

Use the fleet's EC2InboundPermissions property to control external access to connection ports. Set this property to the connection port numbers that you want to open access to. See IpPermission for more details.

" }, "DesiredReplicaContainerGroupsPerInstance": { "shape": "ReplicaContainerGroupsPerInstance", "documentation": "

The number of times to replicate the replica container group on each instance in a container fleet. By default, Amazon GameLift calculates the maximum number of replica container groups that can fit on a fleet instance (based on CPU and memory resources). Leave this parameter empty if you want to use the maximum number, or specify a desired number to override the maximum. The desired number is used if it's less than the maximum number.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

Configuration details for a set of container groups, for use when creating a fleet with compute type CONTAINER.

Used with: CreateFleet

" }, "ContainerGroupsPerInstance": { "type": "structure", "members": { "DesiredReplicaContainerGroupsPerInstance": { "shape": "ReplicaContainerGroupsPerInstance", "documentation": "

The desired number of replica container groups to place on each fleet instance.

" }, "MaxReplicaContainerGroupsPerInstance": { "shape": "ReplicaContainerGroupsPerInstance", "documentation": "

The maximum possible number of replica container groups that each fleet instance can have.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

Determines how many replica container groups that Amazon GameLift deploys to each instance in a container fleet.

Amazon GameLift calculates the maximum possible replica groups per instance based on the instance 's CPU and memory resources. When deploying a fleet, Amazon GameLift places replica container groups on each fleet instance based on the following:

Part of: ContainerGroupsConfiguration, ContainerGroupsAttributes

Returned by: DescribeFleetAttributes, CreateFleet

" }, "ContainerHealthCheck": { "type": "structure", "required": [ "Command" ], "members": { "Command": { "shape": "ContainerCommandStringList", "documentation": "

A string array that specifies the command that the container runs to determine if it's healthy.

" }, "Interval": { "shape": "ContainerHealthCheckInterval", "documentation": "

The time period (in seconds) between each health check.

" }, "Timeout": { "shape": "ContainerHealthCheckTimeout", "documentation": "

The time period (in seconds) to wait for a health check to succeed before a failed health check is counted.

" }, "Retries": { "shape": "ContainerHealthCheckRetries", "documentation": "

The number of times to retry a failed health check before the container is considered unhealthy. The first run of the command does not count as a retry.

" }, "StartPeriod": { "shape": "ContainerHealthCheckStartPeriod", "documentation": "

The optional grace period (in seconds) to give a container time to bootstrap before the first failed health check counts toward the number of retries.

" } }, "documentation": "

Instructions on when and how to check the health of a container in a container fleet. When health check properties are set in a container definition, they override any Docker health checks in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API.

The following example instructions tell the container to wait 100 seconds after launch before counting failed health checks, then initiate the health check command every 60 seconds. After issuing the health check command, wait 10 seconds for it to succeed. If it fails, retry the command 3 times before considering the container to be unhealthy.

{\"Command\": [ \"CMD-SHELL\", \"ps cax | grep \"processmanager\" || exit 1\" ], \"Interval\": 300, \"Timeout\": 30, \"Retries\": 5, \"StartPeriod\": 100 }

Part of: ContainerDefinition$HealthCheck

" }, "ContainerHealthCheckInterval": { "type": "integer", "max": 300, "min": 60 }, "ContainerHealthCheckRetries": { "type": "integer", "max": 10, "min": 5 }, "ContainerHealthCheckStartPeriod": { "type": "integer", "max": 300, "min": 0 }, "ContainerHealthCheckTimeout": { "type": "integer", "max": 60, "min": 30 }, "ContainerMemoryLimit": { "type": "integer", "max": 1024000, "min": 4 }, "ContainerMemoryLimits": { "type": "structure", "members": { "SoftLimit": { "shape": "ContainerMemoryLimit", "documentation": "

The amount of memory that is reserved for a container. When the container group's shared memory is under contention, the system attempts to maintain the container memory usage at this soft limit. However, the container can use more memory when needed, if available. This property is similar to the Amazon ECS container definition parameter memoryreservation (Amazon Elastic Container Service Developer Guide).

" }, "HardLimit": { "shape": "ContainerMemoryLimit", "documentation": "

The maximum amount of memory that the container can use. If a container attempts to exceed this limit, the container is stopped. This property is similar to the Amazon ECS container definition parameter memory in the Amazon Elastic Container Service Developer Guide.

" } }, "documentation": "

Specifies how much memory is available to a container. You can't change this value after you create this object.

Part of: ContainerDefinition$MemoryLimits

" }, "ContainerOperatingSystem": { "type": "string", "enum": [ "AMAZON_LINUX_2023" ] }, "ContainerPortConfiguration": { "type": "structure", "required": [ "ContainerPortRanges" ], "members": { "ContainerPortRanges": { "shape": "ContainerPortRangeList", "documentation": "

Specifies one or more ranges of ports on a container. These ranges must not overlap.

" } }, "documentation": "

Defines ranges of ports that server processes can connect to.

Part of: ContainerDefinition$PortConfiguration

" }, "ContainerPortMapping": { "type": "structure", "members": { "ContainerPort": { "shape": "PortNumber", "documentation": "

The port opened on the container.

" }, "ConnectionPort": { "shape": "PortNumber", "documentation": "

The port opened on the fleet instance. This is also called the \"host port\".

" }, "Protocol": { "shape": "IpProtocol", "documentation": "

The network protocol that this mapping supports.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

Defines how an internal-facing container port is mapped to an external-facing connection port on a fleet instance of compute type CONTAINER. Incoming traffic, such as a game client, uses a connection port to connect to a process in the container fleet. Amazon GameLift directs the inbound traffic to the container port that is assigned to the process, such as a game session, running on a container.

Part of: ContainerAttributes

" }, "ContainerPortMappingList": { "type": "list", "member": { "shape": "ContainerPortMapping" } }, "ContainerPortRange": { "type": "structure", "required": [ "FromPort", "ToPort", "Protocol" ], "members": { "FromPort": { "shape": "PortNumber", "documentation": "

A starting value for the range of allowed port numbers.

" }, "ToPort": { "shape": "PortNumber", "documentation": "

An ending value for the range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.

" }, "Protocol": { "shape": "IpProtocol", "documentation": "

The network protocol that these ports support.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

A set of one or more port numbers that can be opened on the container.

Part of: ContainerPortConfiguration

" }, "ContainerPortRangeList": { "type": "list", "member": { "shape": "ContainerPortRange" }, "max": 100, "min": 1 }, "ContainerSchedulingStrategy": { "type": "string", "enum": [ "REPLICA", "DAEMON" ] }, "ContainerTotalCpuLimit": { "type": "integer", "max": 10240, "min": 128 }, "ContainerTotalMemoryLimit": { "type": "integer", "max": 1024000, "min": 4 }, "CreateAliasInput": { "type": "structure", "required": [ "Name", "RoutingStrategy" ], "members": { "Name": { "shape": "NonBlankAndLengthConstraintString", "documentation": "

A descriptive label that is associated with an alias. Alias names do not need to be unique.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A human-readable description of the alias.

" }, "RoutingStrategy": { "shape": "RoutingStrategy", "documentation": "

The routing configuration, including routing type and fleet target, for the alias.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" } } }, "CreateAliasOutput": { "type": "structure", "members": { "Alias": { "shape": "Alias", "documentation": "

The newly created alias resource.

" } } }, "CreateBuildInput": { "type": "structure", "members": { "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label associated with a build. Build names don't need to be unique. You can change this value later.

" }, "Version": { "shape": "NonZeroAndMaxString", "documentation": "

Version information associated with a build or script. Version strings don't need to be unique. You can change this value later.

" }, "StorageLocation": { "shape": "S3Location", "documentation": "

Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

" }, "OperatingSystem": { "shape": "OperatingSystem", "documentation": "

The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

" }, "ServerSdkVersion": { "shape": "ServerSdkVersion", "documentation": "

A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.

" } } }, "CreateBuildOutput": { "type": "structure", "members": { "Build": { "shape": "Build", "documentation": "

The newly created build resource, including a unique build IDs and status.

" }, "UploadCredentials": { "shape": "AwsCredentials", "documentation": "

This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.

" }, "StorageLocation": { "shape": "S3Location", "documentation": "

Amazon S3 location for your game build file, including bucket name and key.

" } } }, "CreateContainerGroupDefinitionInput": { "type": "structure", "required": [ "Name", "TotalMemoryLimit", "TotalCpuLimit", "ContainerDefinitions", "OperatingSystem" ], "members": { "Name": { "shape": "ContainerGroupDefinitionName", "documentation": "

A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.

" }, "SchedulingStrategy": { "shape": "ContainerSchedulingStrategy", "documentation": "

The method for deploying the container group across fleet instances. A replica container group might have multiple copies on each fleet instance. A daemon container group has one copy per fleet instance. Default value is REPLICA.

" }, "TotalMemoryLimit": { "shape": "ContainerTotalMemoryLimit", "documentation": "

The maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for individual containers, set this parameter based on the following guidelines. The value must be (1) greater than the sum of the soft memory limits for all containers in the group, and (2) greater than any individual container's hard memory limit.

" }, "TotalCpuLimit": { "shape": "ContainerTotalCpuLimit", "documentation": "

The maximum amount of CPU units to allocate to the container group. Set this parameter to an integer value in CPU units (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify CPU limits for individual containers, set this parameter based on the following guidelines. The value must be equal to or greater than the sum of the CPU limits for all containers in the group.

" }, "ContainerDefinitions": { "shape": "ContainerDefinitionInputList", "documentation": "

Definitions for all containers in this group. Each container definition identifies the container image and specifies configuration settings for the container. See the Container fleet design guide for container guidelines.

" }, "OperatingSystem": { "shape": "ContainerOperatingSystem", "documentation": "

The platform that is used by containers in the container group definition. All containers in a group must run on the same operating system.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the container group definition resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" } } }, "CreateContainerGroupDefinitionOutput": { "type": "structure", "members": { "ContainerGroupDefinition": { "shape": "ContainerGroupDefinition", "documentation": "

The properties of the newly created container group definition resource. You use this resource to create a container fleet.

" } } }, "CreateFleetInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A description for the fleet.

" }, "BuildId": { "shape": "BuildIdOrArn", "documentation": "

The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift and in READY status. This fleet property can't be changed after the fleet is created.

" }, "ScriptId": { "shape": "ScriptIdOrArn", "documentation": "

The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet property can't be changed after the fleet is created.

" }, "ServerLaunchPath": { "shape": "LaunchPathStringModel", "documentation": "

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

" }, "ServerLaunchParameters": { "shape": "LaunchParametersStringModel", "documentation": "

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

" }, "LogPaths": { "shape": "StringList", "documentation": "

This parameter is no longer used. To specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.

" }, "EC2InstanceType": { "shape": "EC2InstanceType", "documentation": "

The Amazon GameLift-supported Amazon EC2 instance type to use with EC2 and container fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

" }, "EC2InboundPermissions": { "shape": "IpPermissionsList", "documentation": "

The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for EC2 and container fleets. You can leave this parameter empty when creating the fleet, but you must call UpdateFleetPortSettings to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.

To manage inbound access for a container fleet, set this parameter to the same port numbers that you set for the fleet's connection port range. During the life of the fleet, update this parameter to control which connection ports are open to inbound traffic.

" }, "NewGameSessionProtectionPolicy": { "shape": "ProtectionPolicy", "documentation": "

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

" }, "RuntimeConfiguration": { "shape": "RuntimeConfiguration", "documentation": "

Instructions for how to launch and run server processes on the fleet. Set runtime configuration for EC2 fleets and container fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.

This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

" }, "ResourceCreationLimitPolicy": { "shape": "ResourceCreationLimitPolicy", "documentation": "

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

" }, "MetricGroups": { "shape": "MetricGroupList", "documentation": "

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

" }, "PeerVpcAwsAccountId": { "shape": "NonZeroAndMaxString", "documentation": "

Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

" }, "PeerVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

" }, "FleetType": { "shape": "FleetType", "documentation": "

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

" }, "InstanceRoleArn": { "shape": "NonEmptyString", "documentation": "

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. Any application that runs on an instance in the fleet--including install scripts, server processes, and other processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. For more information about using the role with your game server builds, see Communicate with other Amazon Web Services resources from your fleets. This fleet property can't be changed after the fleet is created.

" }, "CertificateConfiguration": { "shape": "CertificateConfiguration", "documentation": "

Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

" }, "Locations": { "shape": "LocationConfigurationList", "documentation": "

A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. When using this parameter, Amazon GameLift requires you to include your home location in the request. For a list of supported Regions and Local Zones, see Amazon GameLift service locations for managed hosting.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" }, "ComputeType": { "shape": "ComputeType", "documentation": "

The type of compute resource used to host your game servers.

" }, "AnywhereConfiguration": { "shape": "AnywhereConfiguration", "documentation": "

Amazon GameLift Anywhere configuration options.

" }, "InstanceRoleCredentialsProvider": { "shape": "InstanceRoleCredentialsProvider", "documentation": "

Prompts Amazon GameLift to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.

" }, "ContainerGroupsConfiguration": { "shape": "ContainerGroupsConfiguration", "documentation": "

The container groups to deploy to instances in the container fleet and other fleet-level configuration settings. Use the CreateContainerGroupDefinition action to create container groups. A container fleet must have exactly one replica container group, and can optionally have one daemon container group. You can't change this property after you create the fleet.

" } } }, "CreateFleetLocationsInput": { "type": "structure", "required": [ "FleetId", "Locations" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

" }, "Locations": { "shape": "LocationConfigurationList", "documentation": "

A list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.

" } } }, "CreateFleetLocationsOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that was updated with new locations.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "LocationStates": { "shape": "LocationStateList", "documentation": "

The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, Amazon GameLift updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.

" } } }, "CreateFleetOutput": { "type": "structure", "members": { "FleetAttributes": { "shape": "FleetAttributes", "documentation": "

The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

" }, "LocationStates": { "shape": "LocationStateList", "documentation": "

The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, Amazon GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

" } } }, "CreateGameServerGroupInput": { "type": "structure", "required": [ "GameServerGroupName", "RoleArn", "MinSize", "MaxSize", "LaunchTemplate", "InstanceDefinitions" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupName", "documentation": "

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.

" }, "RoleArn": { "shape": "IamRoleArn", "documentation": "

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

" }, "MinSize": { "shape": "WholeNumber", "documentation": "

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

" }, "MaxSize": { "shape": "PositiveInteger", "documentation": "

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

" }, "LaunchTemplate": { "shape": "LaunchTemplateSpecification", "documentation": "

The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to \"true\". If no network interface is specified in the launch template, Amazon GameLift FleetIQ uses your account's default VPC.

" }, "InstanceDefinitions": { "shape": "InstanceDefinitions", "documentation": "

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value \"1\". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

" }, "AutoScalingPolicy": { "shape": "GameServerGroupAutoScalingPolicy", "documentation": "

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric \"PercentUtilizedGameServers\" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

" }, "BalancingStrategy": { "shape": "BalancingStrategy", "documentation": "

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

" }, "GameServerProtectionPolicy": { "shape": "GameServerProtectionPolicy", "documentation": "

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

" }, "VpcSubnets": { "shape": "VpcSubnets", "documentation": "

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" } } }, "CreateGameServerGroupOutput": { "type": "structure", "members": { "GameServerGroup": { "shape": "GameServerGroup", "documentation": "

The newly created game server group object, including the new ARN value for the Amazon GameLift FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.

" } } }, "CreateGameSessionInput": { "type": "structure", "required": [ "MaximumPlayerSessionCount" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

" }, "AliasId": { "shape": "AliasIdOrArn", "documentation": "

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

" }, "MaximumPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The maximum number of players that can be connected simultaneously to the game session.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}. For an example, see Create a game session with custom properties.

" }, "CreatorId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a player or entity creating the game session.

If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift limits the number of game session creation requests with the same CreatorId in a specified time period.

If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift limits requests to one request per CreatorId per second.

To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.

" }, "GameSessionId": { "shape": "IdStringModel", "documentation": "

This parameter is deprecated. Use IdempotencyToken instead.

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

" }, "IdempotencyToken": { "shape": "IdStringModel", "documentation": "

Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

" }, "GameSessionData": { "shape": "LargeGameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).

" }, "Location": { "shape": "LocationStringModel", "documentation": "

A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.

" } } }, "CreateGameSessionOutput": { "type": "structure", "members": { "GameSession": { "shape": "GameSession", "documentation": "

Object that describes the newly created game session record.

" } } }, "CreateGameSessionQueueInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "GameSessionQueueName", "documentation": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

" }, "TimeoutInSeconds": { "shape": "WholeNumber", "documentation": "

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

" }, "PlayerLatencyPolicies": { "shape": "PlayerLatencyPolicyList", "documentation": "

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

" }, "Destinations": { "shape": "GameSessionQueueDestinationList", "documentation": "

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

" }, "FilterConfiguration": { "shape": "FilterConfiguration", "documentation": "

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

" }, "PriorityConfiguration": { "shape": "PriorityConfiguration", "documentation": "

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

" }, "CustomEventData": { "shape": "QueueCustomEventData", "documentation": "

Information to be added to all events that are related to this game session queue.

" }, "NotificationTarget": { "shape": "QueueSnsArnStringModel", "documentation": "

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" } } }, "CreateGameSessionQueueOutput": { "type": "structure", "members": { "GameSessionQueue": { "shape": "GameSessionQueue", "documentation": "

An object that describes the newly created game session queue.

" } } }, "CreateLocationInput": { "type": "structure", "required": [ "LocationName" ], "members": { "LocationName": { "shape": "CustomInputLocationStringModel", "documentation": "

A descriptive name for the custom location.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.

" } } }, "CreateLocationOutput": { "type": "structure", "members": { "Location": { "shape": "LocationModel", "documentation": "

The details of the custom location you created.

" } } }, "CreateMatchmakingConfigurationInput": { "type": "structure", "required": [ "Name", "RequestTimeoutSeconds", "AcceptanceRequired", "RuleSetName" ], "members": { "Name": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A human-readable description of the matchmaking configuration.

" }, "GameSessionQueueArns": { "shape": "QueueArnsList", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

" }, "RequestTimeoutSeconds": { "shape": "MatchmakingRequestTimeoutInteger", "documentation": "

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

" }, "AcceptanceTimeoutSeconds": { "shape": "MatchmakingAcceptanceTimeoutInteger", "documentation": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

" }, "AcceptanceRequired": { "shape": "BooleanModel", "documentation": "

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

" }, "RuleSetName": { "shape": "MatchmakingRuleSetName", "documentation": "

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

" }, "NotificationTarget": { "shape": "SnsArnStringModel", "documentation": "

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

" }, "AdditionalPlayerCount": { "shape": "WholeNumber", "documentation": "

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.

" }, "CustomEventData": { "shape": "CustomEventData", "documentation": "

Information to be added to all events related to this matchmaking configuration.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" }, "GameSessionData": { "shape": "GameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" }, "BackfillMode": { "shape": "BackfillMode", "documentation": "

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have Amazon GameLift create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

" }, "FlexMatchMode": { "shape": "FlexMatchMode", "documentation": "

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" } } }, "CreateMatchmakingConfigurationOutput": { "type": "structure", "members": { "Configuration": { "shape": "MatchmakingConfiguration", "documentation": "

Object that describes the newly created matchmaking configuration.

" } } }, "CreateMatchmakingRuleSetInput": { "type": "structure", "required": [ "Name", "RuleSetBody" ], "members": { "Name": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

" }, "RuleSetBody": { "shape": "RuleSetBody", "documentation": "

A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

" } } }, "CreateMatchmakingRuleSetOutput": { "type": "structure", "required": [ "RuleSet" ], "members": { "RuleSet": { "shape": "MatchmakingRuleSet", "documentation": "

The newly created matchmaking rule set.

" } } }, "CreatePlayerSessionInput": { "type": "structure", "required": [ "GameSessionId", "PlayerId" ], "members": { "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to add a player to.

" }, "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player. Player IDs are developer-defined.

" }, "PlayerData": { "shape": "PlayerData", "documentation": "

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

" } } }, "CreatePlayerSessionOutput": { "type": "structure", "members": { "PlayerSession": { "shape": "PlayerSession", "documentation": "

Object that describes the newly created player session record.

" } } }, "CreatePlayerSessionsInput": { "type": "structure", "required": [ "GameSessionId", "PlayerIds" ], "members": { "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to add players to.

" }, "PlayerIds": { "shape": "PlayerIdList", "documentation": "

List of unique identifiers for the players to be added.

" }, "PlayerDataMap": { "shape": "PlayerDataMap", "documentation": "

Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.

" } } }, "CreatePlayerSessionsOutput": { "type": "structure", "members": { "PlayerSessions": { "shape": "PlayerSessionList", "documentation": "

A collection of player session objects created for the added players.

" } } }, "CreateScriptInput": { "type": "structure", "members": { "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a script. Script names don't need to be unique. You can use UpdateScript to change this value later.

" }, "Version": { "shape": "NonZeroAndMaxString", "documentation": "

Version information associated with a build or script. Version strings don't need to be unique. You can use UpdateScript to change this value later.

" }, "StorageLocation": { "shape": "S3Location", "documentation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

" }, "ZipFile": { "shape": "ZipBlob", "documentation": "

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

" } } }, "CreateScriptOutput": { "type": "structure", "members": { "Script": { "shape": "Script", "documentation": "

The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

" } } }, "CreateVpcPeeringAuthorizationInput": { "type": "structure", "required": [ "GameLiftAwsAccountId", "PeerVpcId" ], "members": { "GameLiftAwsAccountId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

" }, "PeerVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

" } } }, "CreateVpcPeeringAuthorizationOutput": { "type": "structure", "members": { "VpcPeeringAuthorization": { "shape": "VpcPeeringAuthorization", "documentation": "

Details on the requested VPC peering authorization, including expiration.

" } } }, "CreateVpcPeeringConnectionInput": { "type": "structure", "required": [ "FleetId", "PeerVpcAwsAccountId", "PeerVpcId" ], "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.

" }, "PeerVpcAwsAccountId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.

" }, "PeerVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

" } } }, "CreateVpcPeeringConnectionOutput": { "type": "structure", "members": {} }, "CustomEventData": { "type": "string", "max": 256, "min": 0 }, "CustomInputLocationStringModel": { "type": "string", "max": 64, "min": 8, "pattern": "^custom-[A-Za-z0-9\\-]+" }, "CustomLocationNameOrArnModel": { "type": "string", "max": 128, "min": 1, "pattern": "^custom-[A-Za-z0-9\\-]+|^arn:.*:location\\/custom-\\S+" }, "DeleteAliasInput": { "type": "structure", "required": [ "AliasId" ], "members": { "AliasId": { "shape": "AliasIdOrArn", "documentation": "

A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.

" } } }, "DeleteBuildInput": { "type": "structure", "required": [ "BuildId" ], "members": { "BuildId": { "shape": "BuildIdOrArn", "documentation": "

A unique identifier for the build to delete. You can use either the build ID or ARN value.

" } } }, "DeleteContainerGroupDefinitionInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "ContainerGroupDefinitionNameOrArn", "documentation": "

The unique identifier for the container group definition to delete. You can use either the Name or ARN value.

" } } }, "DeleteFleetInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

" } } }, "DeleteFleetLocationsInput": { "type": "structure", "required": [ "FleetId", "Locations" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

" }, "Locations": { "shape": "LocationList", "documentation": "

The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.

" } } }, "DeleteFleetLocationsOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that location attributes are being deleted for.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "LocationStates": { "shape": "LocationStateList", "documentation": "

The remote locations that are being deleted, with each location status set to DELETING.

" } } }, "DeleteGameServerGroupInput": { "type": "structure", "required": [ "GameServerGroupName" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group. Use either the name or ARN value.

" }, "DeleteOption": { "shape": "GameServerGroupDeleteOption", "documentation": "

The type of delete to perform. Options include the following:

" } } }, "DeleteGameServerGroupOutput": { "type": "structure", "members": { "GameServerGroup": { "shape": "GameServerGroup", "documentation": "

An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.

" } } }, "DeleteGameSessionQueueInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "GameSessionQueueNameOrArn", "documentation": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

" } } }, "DeleteGameSessionQueueOutput": { "type": "structure", "members": {} }, "DeleteLocationInput": { "type": "structure", "required": [ "LocationName" ], "members": { "LocationName": { "shape": "CustomLocationNameOrArnModel", "documentation": "

The location name of the custom location to be deleted.

" } } }, "DeleteLocationOutput": { "type": "structure", "members": {} }, "DeleteMatchmakingConfigurationInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "MatchmakingConfigurationName", "documentation": "

A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

" } } }, "DeleteMatchmakingConfigurationOutput": { "type": "structure", "members": {} }, "DeleteMatchmakingRuleSetInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "MatchmakingRuleSetName", "documentation": "

A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional \"name\" field in the rule set body.) You can use either the rule set name or ARN value.

" } } }, "DeleteMatchmakingRuleSetOutput": { "type": "structure", "members": {} }, "DeleteScalingPolicyInput": { "type": "structure", "required": [ "Name", "FleetId" ], "members": { "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

" }, "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

" } } }, "DeleteScriptInput": { "type": "structure", "required": [ "ScriptId" ], "members": { "ScriptId": { "shape": "ScriptIdOrArn", "documentation": "

A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

" } } }, "DeleteVpcPeeringAuthorizationInput": { "type": "structure", "required": [ "GameLiftAwsAccountId", "PeerVpcId" ], "members": { "GameLiftAwsAccountId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

" }, "PeerVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

" } } }, "DeleteVpcPeeringAuthorizationOutput": { "type": "structure", "members": {} }, "DeleteVpcPeeringConnectionInput": { "type": "structure", "required": [ "FleetId", "VpcPeeringConnectionId" ], "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.

" }, "VpcPeeringConnectionId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC peering connection.

" } } }, "DeleteVpcPeeringConnectionOutput": { "type": "structure", "members": {} }, "DeregisterComputeInput": { "type": "structure", "required": [ "FleetId", "ComputeName" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet the compute resource is currently registered to.

" }, "ComputeName": { "shape": "ComputeNameOrArn", "documentation": "

The unique identifier of the compute resource to deregister. For an Anywhere fleet compute, use the registered compute name. For a container fleet, use the compute name (for example, a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) or the compute ARN.

" } } }, "DeregisterComputeOutput": { "type": "structure", "members": {} }, "DeregisterGameServerInput": { "type": "structure", "required": [ "GameServerGroupName", "GameServerId" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group where the game server is running.

" }, "GameServerId": { "shape": "GameServerId", "documentation": "

A custom string that uniquely identifies the game server to deregister.

" } } }, "DescribeAliasInput": { "type": "structure", "required": [ "AliasId" ], "members": { "AliasId": { "shape": "AliasIdOrArn", "documentation": "

The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.

" } } }, "DescribeAliasOutput": { "type": "structure", "members": { "Alias": { "shape": "Alias", "documentation": "

The requested alias resource.

" } } }, "DescribeBuildInput": { "type": "structure", "required": [ "BuildId" ], "members": { "BuildId": { "shape": "BuildIdOrArn", "documentation": "

A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.

" } } }, "DescribeBuildOutput": { "type": "structure", "members": { "Build": { "shape": "Build", "documentation": "

Set of properties describing the requested build.

" } } }, "DescribeComputeInput": { "type": "structure", "required": [ "FleetId", "ComputeName" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN value.

" }, "ComputeName": { "shape": "ComputeNameOrArn", "documentation": "

The unique identifier of the compute resource to retrieve properties for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID. For a container fleet, use the compute name (for example, a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) or the compute ARN.

" } } }, "DescribeComputeOutput": { "type": "structure", "members": { "Compute": { "shape": "Compute", "documentation": "

The set of properties for the requested compute resource.

" } } }, "DescribeContainerGroupDefinitionInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "ContainerGroupDefinitionNameOrArn", "documentation": "

The unique identifier for the container group definition to retrieve properties for. You can use either the Name or ARN value.

" } } }, "DescribeContainerGroupDefinitionOutput": { "type": "structure", "members": { "ContainerGroupDefinition": { "shape": "ContainerGroupDefinition", "documentation": "

The properties of the requested container group definition resource.

" } } }, "DescribeEC2InstanceLimitsInput": { "type": "structure", "members": { "EC2InstanceType": { "shape": "EC2InstanceType", "documentation": "

Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2.

" } } }, "DescribeEC2InstanceLimitsOutput": { "type": "structure", "members": { "EC2InstanceLimits": { "shape": "EC2InstanceLimitList", "documentation": "

The maximum number of instances for the specified instance type.

" } } }, "DescribeFleetAttributesInput": { "type": "structure", "members": { "FleetIds": { "shape": "FleetIdOrArnList", "documentation": "

A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

" } } }, "DescribeFleetAttributesOutput": { "type": "structure", "members": { "FleetAttributes": { "shape": "FleetAttributesList", "documentation": "

A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeFleetCapacityInput": { "type": "structure", "members": { "FleetIds": { "shape": "FleetIdOrArnList", "documentation": "

A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

" } } }, "DescribeFleetCapacityOutput": { "type": "structure", "members": { "FleetCapacity": { "shape": "FleetCapacityList", "documentation": "

A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeFleetEventsInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

" }, "StartTime": { "shape": "Timestamp", "documentation": "

The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

" }, "EndTime": { "shape": "Timestamp", "documentation": "

The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeFleetEventsOutput": { "type": "structure", "members": { "Events": { "shape": "EventList", "documentation": "

A collection of objects containing event log entries for the specified fleet.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeFleetLocationAttributesInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.

" }, "Locations": { "shape": "LocationList", "documentation": "

A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeFleetLocationAttributesOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that location attributes were requested for.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "LocationAttributes": { "shape": "LocationAttributesList", "documentation": "

Location-specific information on the requested fleet's remote locations.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeFleetLocationCapacityInput": { "type": "structure", "required": [ "FleetId", "Location" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

" } } }, "DescribeFleetLocationCapacityOutput": { "type": "structure", "members": { "FleetCapacity": { "shape": "FleetCapacity", "documentation": "

Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.

" } } }, "DescribeFleetLocationUtilizationInput": { "type": "structure", "required": [ "FleetId", "Location" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

" } } }, "DescribeFleetLocationUtilizationOutput": { "type": "structure", "members": { "FleetUtilization": { "shape": "FleetUtilization", "documentation": "

Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.

" } } }, "DescribeFleetPortSettingsInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

A remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as us-west-2.

" } } }, "DescribeFleetPortSettingsOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that was requested.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "InboundPermissions": { "shape": "IpPermissionsList", "documentation": "

The port settings for the requested fleet ID.

" }, "UpdateStatus": { "shape": "LocationUpdateStatus", "documentation": "

The current status of updates to the fleet's port settings in the requested fleet location. A status of PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2.

" } } }, "DescribeFleetUtilizationInput": { "type": "structure", "members": { "FleetIds": { "shape": "FleetIdOrArnList", "documentation": "

A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

" } } }, "DescribeFleetUtilizationOutput": { "type": "structure", "members": { "FleetUtilization": { "shape": "FleetUtilizationList", "documentation": "

A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeGameServerGroupInput": { "type": "structure", "required": [ "GameServerGroupName" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group. Use either the name or ARN value.

" } } }, "DescribeGameServerGroupOutput": { "type": "structure", "members": { "GameServerGroup": { "shape": "GameServerGroup", "documentation": "

An object with the property settings for the requested game server group resource.

" } } }, "DescribeGameServerInput": { "type": "structure", "required": [ "GameServerGroupName", "GameServerId" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group where the game server is running.

" }, "GameServerId": { "shape": "GameServerId", "documentation": "

A custom string that uniquely identifies the game server information to be retrieved.

" } } }, "DescribeGameServerInstancesInput": { "type": "structure", "required": [ "GameServerGroupName" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group. Use either the name or ARN value.

" }, "InstanceIds": { "shape": "GameServerInstanceIds", "documentation": "

The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeGameServerInstancesOutput": { "type": "structure", "members": { "GameServerInstances": { "shape": "GameServerInstances", "documentation": "

The collection of requested game server instances.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeGameServerOutput": { "type": "structure", "members": { "GameServer": { "shape": "GameServer", "documentation": "

Object that describes the requested game server.

" } } }, "DescribeGameSessionDetailsInput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

" }, "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to retrieve.

" }, "AliasId": { "shape": "AliasIdOrArn", "documentation": "

A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

" }, "StatusFilter": { "shape": "NonZeroAndMaxString", "documentation": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeGameSessionDetailsOutput": { "type": "structure", "members": { "GameSessionDetails": { "shape": "GameSessionDetailList", "documentation": "

A collection of properties for each game session that matches the request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeGameSessionPlacementInput": { "type": "structure", "required": [ "PlacementId" ], "members": { "PlacementId": { "shape": "IdStringModel", "documentation": "

A unique identifier for a game session placement to retrieve.

" } } }, "DescribeGameSessionPlacementOutput": { "type": "structure", "members": { "GameSessionPlacement": { "shape": "GameSessionPlacement", "documentation": "

Object that describes the requested game session placement.

" } } }, "DescribeGameSessionQueuesInput": { "type": "structure", "members": { "Names": { "shape": "GameSessionQueueNameOrArnList", "documentation": "

A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeGameSessionQueuesOutput": { "type": "structure", "members": { "GameSessionQueues": { "shape": "GameSessionQueueList", "documentation": "

A collection of objects that describe the requested game session queues.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeGameSessionsInput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.

" }, "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to retrieve.

" }, "AliasId": { "shape": "AliasIdOrArn", "documentation": "

A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

" }, "StatusFilter": { "shape": "NonZeroAndMaxString", "documentation": "

Game session status to filter results on. You can filter on the following states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and used for only very brief periods of time.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeGameSessionsOutput": { "type": "structure", "members": { "GameSessions": { "shape": "GameSessionList", "documentation": "

A collection of properties for each game session that matches the request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeInstancesInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

" }, "InstanceId": { "shape": "InstanceId", "documentation": "

A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as us-west-2.

" } } }, "DescribeInstancesOutput": { "type": "structure", "members": { "Instances": { "shape": "InstanceList", "documentation": "

A collection of objects containing properties for each instance returned.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeMatchmakingConfigurationsInput": { "type": "structure", "members": { "Names": { "shape": "MatchmakingConfigurationNameList", "documentation": "

A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

" }, "RuleSetName": { "shape": "MatchmakingRuleSetName", "documentation": "

A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeMatchmakingConfigurationsOutput": { "type": "structure", "members": { "Configurations": { "shape": "MatchmakingConfigurationList", "documentation": "

A collection of requested matchmaking configurations.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeMatchmakingInput": { "type": "structure", "required": [ "TicketIds" ], "members": { "TicketIds": { "shape": "MatchmakingIdList", "documentation": "

A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

" } } }, "DescribeMatchmakingOutput": { "type": "structure", "members": { "TicketList": { "shape": "MatchmakingTicketList", "documentation": "

A collection of existing matchmaking ticket objects matching the request.

" } } }, "DescribeMatchmakingRuleSetsInput": { "type": "structure", "members": { "Names": { "shape": "MatchmakingRuleSetNameList", "documentation": "

A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional \"name\" field in the rule set body.) You can use either the rule set name or ARN value.

" }, "Limit": { "shape": "RuleSetLimit", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "DescribeMatchmakingRuleSetsOutput": { "type": "structure", "required": [ "RuleSets" ], "members": { "RuleSets": { "shape": "MatchmakingRuleSetList", "documentation": "

A collection of requested matchmaking rule set objects.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribePlayerSessionsInput": { "type": "structure", "members": { "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to retrieve player sessions for.

" }, "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player to retrieve player sessions for.

" }, "PlayerSessionId": { "shape": "PlayerSessionId", "documentation": "

A unique identifier for a player session to retrieve.

" }, "PlayerSessionStatusFilter": { "shape": "NonZeroAndMaxString", "documentation": "

Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.

Possible player session statuses include the following:

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

" } } }, "DescribePlayerSessionsOutput": { "type": "structure", "members": { "PlayerSessions": { "shape": "PlayerSessionList", "documentation": "

A collection of objects containing properties for each player session that matches the request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeRuntimeConfigurationInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

" } } }, "DescribeRuntimeConfigurationOutput": { "type": "structure", "members": { "RuntimeConfiguration": { "shape": "RuntimeConfiguration", "documentation": "

Instructions that describe how server processes are launched and maintained on computes in the fleet.

" } } }, "DescribeScalingPoliciesInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.

" }, "StatusFilter": { "shape": "ScalingStatusType", "documentation": "

Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.

" } } }, "DescribeScalingPoliciesOutput": { "type": "structure", "members": { "ScalingPolicies": { "shape": "ScalingPolicyList", "documentation": "

A collection of objects containing the scaling policies matching the request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "DescribeScriptInput": { "type": "structure", "required": [ "ScriptId" ], "members": { "ScriptId": { "shape": "ScriptIdOrArn", "documentation": "

A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.

" } } }, "DescribeScriptOutput": { "type": "structure", "members": { "Script": { "shape": "Script", "documentation": "

A set of properties describing the requested script.

" } } }, "DescribeVpcPeeringAuthorizationsInput": { "type": "structure", "members": {} }, "DescribeVpcPeeringAuthorizationsOutput": { "type": "structure", "members": { "VpcPeeringAuthorizations": { "shape": "VpcPeeringAuthorizationList", "documentation": "

A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.

" } } }, "DescribeVpcPeeringConnectionsInput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet. You can use either the fleet ID or ARN value.

" } } }, "DescribeVpcPeeringConnectionsOutput": { "type": "structure", "members": { "VpcPeeringConnections": { "shape": "VpcPeeringConnectionList", "documentation": "

A collection of VPC peering connection records that match the request.

" } } }, "DesiredPlayerSession": { "type": "structure", "members": { "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player to associate with the player session.

" }, "PlayerData": { "shape": "PlayerData", "documentation": "

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

" } }, "documentation": "

Player information for use when creating player sessions using a game session placement request.

" }, "DesiredPlayerSessionList": { "type": "list", "member": { "shape": "DesiredPlayerSession" } }, "DnsName": { "type": "string" }, "DnsNameInput": { "type": "string", "max": 256, "min": 1, "pattern": "^[0-9a-zA-Z_\\-\\.]+" }, "Double": { "type": "double" }, "DoubleObject": { "type": "double" }, "EC2InstanceCounts": { "type": "structure", "members": { "DESIRED": { "shape": "WholeNumber", "documentation": "

Requested number of active instances. Amazon GameLift takes action as needed to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances. A change in the desired instances value can take up to 1 minute to be reflected when viewing a fleet's capacity settings.

" }, "MINIMUM": { "shape": "WholeNumber", "documentation": "

The minimum instance count value allowed.

" }, "MAXIMUM": { "shape": "WholeNumber", "documentation": "

The maximum instance count value allowed.

" }, "PENDING": { "shape": "WholeNumber", "documentation": "

Number of instances that are starting but not yet active.

" }, "ACTIVE": { "shape": "WholeNumber", "documentation": "

Actual number of instances that are ready to host game sessions.

" }, "IDLE": { "shape": "WholeNumber", "documentation": "

Number of active instances that are not currently hosting a game session.

" }, "TERMINATING": { "shape": "WholeNumber", "documentation": "

Number of instances that are no longer active but haven't yet been terminated.

" } }, "documentation": "

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

" }, "EC2InstanceLimit": { "type": "structure", "members": { "EC2InstanceType": { "shape": "EC2InstanceType", "documentation": "

The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

" }, "CurrentInstances": { "shape": "WholeNumber", "documentation": "

The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.

" }, "InstanceLimit": { "shape": "WholeNumber", "documentation": "

The number of instances that is allowed for the specified instance type and location.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

An Amazon Web Services Region code, such as us-west-2.

" } }, "documentation": "

The Amazon GameLift service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with Amazon GameLift. You can request an limit increase for your account by using the Service limits page in the Amazon GameLift console.

" }, "EC2InstanceLimitList": { "type": "list", "member": { "shape": "EC2InstanceLimit" } }, "EC2InstanceType": { "type": "string", "enum": [ "t2.micro", "t2.small", "t2.medium", "t2.large", "c3.large", "c3.xlarge", "c3.2xlarge", "c3.4xlarge", "c3.8xlarge", "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "r3.large", "r3.xlarge", "r3.2xlarge", "r3.4xlarge", "r3.8xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "m3.medium", "m3.large", "m3.xlarge", "m3.2xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "c5d.large", "c5d.xlarge", "c5d.2xlarge", "c5d.4xlarge", "c5d.9xlarge", "c5d.12xlarge", "c5d.18xlarge", "c5d.24xlarge", "c6a.large", "c6a.xlarge", "c6a.2xlarge", "c6a.4xlarge", "c6a.8xlarge", "c6a.12xlarge", "c6a.16xlarge", "c6a.24xlarge", "c6i.large", "c6i.xlarge", "c6i.2xlarge", "c6i.4xlarge", "c6i.8xlarge", "c6i.12xlarge", "c6i.16xlarge", "c6i.24xlarge", "r5d.large", "r5d.xlarge", "r5d.2xlarge", "r5d.4xlarge", "r5d.8xlarge", "r5d.12xlarge", "r5d.16xlarge", "r5d.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "c6gn.medium", "c6gn.large", "c6gn.xlarge", "c6gn.2xlarge", "c6gn.4xlarge", "c6gn.8xlarge", "c6gn.12xlarge", "c6gn.16xlarge", "c7g.medium", "c7g.large", "c7g.xlarge", "c7g.2xlarge", "c7g.4xlarge", "c7g.8xlarge", "c7g.12xlarge", "c7g.16xlarge", "r7g.medium", "r7g.large", "r7g.xlarge", "r7g.2xlarge", "r7g.4xlarge", "r7g.8xlarge", "r7g.12xlarge", "r7g.16xlarge", "m7g.medium", "m7g.large", "m7g.xlarge", "m7g.2xlarge", "m7g.4xlarge", "m7g.8xlarge", "m7g.12xlarge", "m7g.16xlarge", "g5g.xlarge", "g5g.2xlarge", "g5g.4xlarge", "g5g.8xlarge", "g5g.16xlarge" ] }, "Event": { "type": "structure", "members": { "EventId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a fleet event.

" }, "ResourceId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for an event resource, such as a fleet ID.

" }, "EventCode": { "shape": "EventCode", "documentation": "

The type of event being logged.

Fleet state transition events:

Fleet creation events (ordered by fleet creation activity):

VPC peering events:

Spot instance events:

Server process events:

Game session events:

Other fleet events:

" }, "Message": { "shape": "NonEmptyString", "documentation": "

Additional information related to the event.

" }, "EventTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "PreSignedLogUrl": { "shape": "NonZeroAndMaxString", "documentation": "

Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.

" }, "Count": { "shape": "EventCount", "documentation": "

The number of times that this event occurred.

" } }, "documentation": "

Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

" }, "EventCode": { "type": "string", "enum": [ "GENERIC_EVENT", "FLEET_CREATED", "FLEET_DELETED", "FLEET_SCALING_EVENT", "FLEET_STATE_DOWNLOADING", "FLEET_STATE_VALIDATING", "FLEET_STATE_BUILDING", "FLEET_STATE_ACTIVATING", "FLEET_STATE_ACTIVE", "FLEET_STATE_ERROR", "FLEET_INITIALIZATION_FAILED", "FLEET_BINARY_DOWNLOAD_FAILED", "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND", "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE", "FLEET_VALIDATION_TIMED_OUT", "FLEET_ACTIVATION_FAILED", "FLEET_ACTIVATION_FAILED_NO_INSTANCES", "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED", "SERVER_PROCESS_INVALID_PATH", "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT", "SERVER_PROCESS_PROCESS_READY_TIMEOUT", "SERVER_PROCESS_CRASHED", "SERVER_PROCESS_TERMINATED_UNHEALTHY", "SERVER_PROCESS_FORCE_TERMINATED", "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT", "GAME_SESSION_ACTIVATION_TIMEOUT", "FLEET_CREATION_EXTRACTING_BUILD", "FLEET_CREATION_RUNNING_INSTALLER", "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG", "FLEET_VPC_PEERING_SUCCEEDED", "FLEET_VPC_PEERING_FAILED", "FLEET_VPC_PEERING_DELETED", "INSTANCE_INTERRUPTED", "INSTANCE_RECYCLED", "FLEET_CREATION_COMPLETED_INSTALLER", "FLEET_CREATION_FAILED_INSTALLER" ] }, "EventCount": { "type": "long", "max": 101, "min": 1 }, "EventList": { "type": "list", "member": { "shape": "Event" } }, "FilterConfiguration": { "type": "structure", "members": { "AllowedLocations": { "shape": "LocationList", "documentation": "

A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2.

" } }, "documentation": "

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

" }, "FilterInstanceStatus": { "type": "string", "enum": [ "ACTIVE", "DRAINING" ] }, "FilterInstanceStatuses": { "type": "list", "member": { "shape": "FilterInstanceStatus" } }, "FleetAction": { "type": "string", "enum": [ "AUTO_SCALING" ] }, "FleetActionList": { "type": "list", "member": { "shape": "FleetAction" }, "max": 1, "min": 1 }, "FleetArn": { "type": "string", "pattern": "^arn:.*:fleet\\/fleet-\\S+" }, "FleetAttributes": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.

" }, "FleetType": { "shape": "FleetType", "documentation": "

Indicates whether the fleet uses On-Demand or Spot instances. For more information, see On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

" }, "InstanceType": { "shape": "EC2InstanceType", "documentation": "

The Amazon EC2 instance type that the fleet uses. Instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A human-readable description of the fleet.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "TerminationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "Status": { "shape": "FleetStatus", "documentation": "

Current status of the fleet. Possible fleet statuses include the following:

" }, "BuildId": { "shape": "BuildId", "documentation": "

A unique identifier for the build resource that is deployed on instances in this fleet. This attribute is used with fleets where ComputeType is \"EC2\".

" }, "BuildArn": { "shape": "BuildArn", "documentation": "

The Amazon Resource Name (ARN) associated with the Amazon GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value. This attribute is used with fleets where ComputeType is \"EC2\".

" }, "ScriptId": { "shape": "ScriptId", "documentation": "

A unique identifier for the Realtime script resource that is deployed on instances in this fleet. This attribute is used with fleets where ComputeType is \"EC2\".

" }, "ScriptArn": { "shape": "ScriptArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.

" }, "ServerLaunchPath": { "shape": "LaunchPathStringModel", "documentation": "

This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration. Requests that use this parameter continue to be valid.

" }, "ServerLaunchParameters": { "shape": "LaunchParametersStringModel", "documentation": "

This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration. Requests that use this parameter continue to be valid.

" }, "LogPaths": { "shape": "StringList", "documentation": "

This parameter is no longer used. Game session log paths are now defined using the Amazon GameLift server API ProcessReady() logParameters. See more information in the Server API Reference.

" }, "NewGameSessionProtectionPolicy": { "shape": "ProtectionPolicy", "documentation": "

The type of game session protection to set on all new instances that are started in the fleet. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

" }, "OperatingSystem": { "shape": "OperatingSystem", "documentation": "

The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "ResourceCreationLimitPolicy": { "shape": "ResourceCreationLimitPolicy" }, "MetricGroups": { "shape": "MetricGroupList", "documentation": "

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

" }, "StoppedActions": { "shape": "FleetActionList", "documentation": "

A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

" }, "InstanceRoleArn": { "shape": "NonEmptyString", "documentation": "

A unique identifier for an IAM role with access permissions to other Amazon Web Services services. Any application that runs on an instance in the fleet--including install scripts, server processes, and other processes--can use these permissions to interact with Amazon Web Services resources that you own or have access to. For more information about using the role with your game server builds, see Communicate with other Amazon Web Services resources from your fleets. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

" }, "CertificateConfiguration": { "shape": "CertificateConfiguration", "documentation": "

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate.

" }, "ComputeType": { "shape": "ComputeType", "documentation": "

The type of compute resource used to host your game servers. You can use your own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift.

" }, "AnywhereConfiguration": { "shape": "AnywhereConfiguration", "documentation": "

This property is used with the Amazon GameLift containers feature, which is currently in public preview. A set of attributes that describe the container groups that are deployed on the fleet. These attributes are included for fleets with compute type CONTAINER only. This attribute is used with fleets where ComputeType is \"Container\".

" }, "InstanceRoleCredentialsProvider": { "shape": "InstanceRoleCredentialsProvider", "documentation": "

Indicates that fleet instances maintain a shared credentials file for the IAM role defined in InstanceRoleArn. Shared credentials allow applications that are deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used only when the game server is integrated with the server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets. This attribute is used with fleets where ComputeType is \"EC2\" or \"Container\".

" }, "ContainerGroupsAttributes": { "shape": "ContainerGroupsAttributes", "documentation": "

A set of properties that describe the container groups that are deployed to the fleet. These attributes are included for fleets with compute type CONTAINER.

" } }, "documentation": "

This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

Describes an Amazon GameLift fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows:

Returned by: DescribeFleetAttributes

" }, "FleetAttributesList": { "type": "list", "member": { "shape": "FleetAttributes" } }, "FleetCapacity": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet associated with the location.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "InstanceType": { "shape": "EC2InstanceType", "documentation": "

The Amazon EC2 instance type that is used for instances in a fleet. Instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

" }, "InstanceCounts": { "shape": "EC2InstanceCounts", "documentation": "

The current number of instances in the fleet, listed by instance status. Counts for pending and terminating instances might be non-zero if the fleet is adjusting to a scaling event or if access to resources is temporarily affected.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.

" }, "ReplicaContainerGroupCounts": { "shape": "ReplicaContainerGroupCounts", "documentation": "

This property is used with the Amazon GameLift containers feature, which is currently in public preview. The number and status of replica container groups in a container fleet.

" } }, "documentation": "

Current resource capacity settings for managed EC2 fleets and container fleets. For multi-location fleets, location values might refer to a fleet's remote location or its home Region.

Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity, UpdateFleetCapacity

" }, "FleetCapacityList": { "type": "list", "member": { "shape": "FleetCapacity" } }, "FleetId": { "type": "string", "pattern": "^fleet-\\S+" }, "FleetIdList": { "type": "list", "member": { "shape": "FleetId" }, "min": 1 }, "FleetIdOrArn": { "type": "string", "pattern": "^fleet-\\S+|^arn:.*:fleet\\/fleet-\\S+" }, "FleetIdOrArnList": { "type": "list", "member": { "shape": "FleetIdOrArn" }, "min": 1 }, "FleetStatus": { "type": "string", "enum": [ "NEW", "DOWNLOADING", "VALIDATING", "BUILDING", "ACTIVATING", "ACTIVE", "DELETING", "ERROR", "TERMINATED", "NOT_FOUND" ] }, "FleetType": { "type": "string", "enum": [ "ON_DEMAND", "SPOT" ] }, "FleetUtilization": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet associated with the location.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "ActiveServerProcessCount": { "shape": "WholeNumber", "documentation": "

The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

" }, "ActiveGameSessionCount": { "shape": "WholeNumber", "documentation": "

The number of active game sessions that are currently being hosted across all instances in the fleet location.

" }, "CurrentPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The number of active player sessions that are currently being hosted across all instances in the fleet location.

" }, "MaximumPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2.

" } }, "documentation": "

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home region.

" }, "FleetUtilizationList": { "type": "list", "member": { "shape": "FleetUtilization" } }, "FlexMatchMode": { "type": "string", "enum": [ "STANDALONE", "WITH_QUEUE" ] }, "Float": { "type": "float" }, "FreeText": { "type": "string" }, "GameLiftAgentEndpointOutput": { "type": "string", "max": 128, "min": 1 }, "GameLiftServiceSdkEndpointOutput": { "type": "string", "max": 128, "min": 1 }, "GameProperty": { "type": "structure", "required": [ "Key", "Value" ], "members": { "Key": { "shape": "GamePropertyKey", "documentation": "

The game property identifier.

" }, "Value": { "shape": "GamePropertyValue", "documentation": "

The game property value.

" } }, "documentation": "

This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session's map, level of difficulty, or remaining time. The difficulty level could be specified like this: {\"Key\": \"difficulty\", \"Value\":\"Novice\"}.

You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session.

For examples of working with game properties, see Create a game session with properties.

" }, "GamePropertyKey": { "type": "string", "max": 32 }, "GamePropertyList": { "type": "list", "member": { "shape": "GameProperty" }, "max": 16 }, "GamePropertyValue": { "type": "string", "max": 96 }, "GameServer": { "type": "structure", "members": { "GameServerGroupName": { "shape": "GameServerGroupName", "documentation": "

A unique identifier for the game server group where the game server is running.

" }, "GameServerGroupArn": { "shape": "GameServerGroupArn", "documentation": "

The ARN identifier for the game server group where the game server is located.

" }, "GameServerId": { "shape": "GameServerId", "documentation": "

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.

" }, "InstanceId": { "shape": "GameServerInstanceId", "documentation": "

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

" }, "ConnectionInfo": { "shape": "GameServerConnectionInfo", "documentation": "

The port and IP address that must be used to establish a client connection to the game server.

" }, "GameServerData": { "shape": "GameServerData", "documentation": "

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

" }, "ClaimStatus": { "shape": "GameServerClaimStatus", "documentation": "

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

" }, "UtilizationStatus": { "shape": "GameServerUtilizationStatus", "documentation": "

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

" }, "RegistrationTime": { "shape": "Timestamp", "documentation": "

Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "LastClaimTime": { "shape": "Timestamp", "documentation": "

Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"). This value is used to calculate when a claimed game server's status should revert to null.

" }, "LastHealthCheckTime": { "shape": "Timestamp", "documentation": "

Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"). After game server registration, this property is only changed when a game server update specifies a health check value.

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a game server group.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

" }, "GameServerClaimStatus": { "type": "string", "enum": [ "CLAIMED" ] }, "GameServerConnectionInfo": { "type": "string", "max": 512, "min": 1, "pattern": ".*\\S.*" }, "GameServerData": { "type": "string", "max": 1024, "min": 1, "pattern": ".*\\S.*" }, "GameServerGroup": { "type": "structure", "members": { "GameServerGroupName": { "shape": "GameServerGroupName", "documentation": "

A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.

" }, "GameServerGroupArn": { "shape": "GameServerGroupArn", "documentation": "

A generated unique ID for the game server group.

" }, "RoleArn": { "shape": "IamRoleArn", "documentation": "

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

" }, "InstanceDefinitions": { "shape": "InstanceDefinitions", "documentation": "

The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

" }, "BalancingStrategy": { "shape": "BalancingStrategy", "documentation": "

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

" }, "GameServerProtectionPolicy": { "shape": "GameServerProtectionPolicy", "documentation": "

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.

" }, "AutoScalingGroupArn": { "shape": "AutoScalingGroupArn", "documentation": "

A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.

" }, "Status": { "shape": "GameServerGroupStatus", "documentation": "

The current status of the game server group. Possible statuses include:

" }, "StatusReason": { "shape": "NonZeroAndMaxString", "documentation": "

Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

" }, "SuspendedActions": { "shape": "GameServerGroupActions", "documentation": "

A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "LastUpdatedTime": { "shape": "Timestamp", "documentation": "

A timestamp that indicates when this game server group was last updated.

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

" }, "GameServerGroupAction": { "type": "string", "enum": [ "REPLACE_INSTANCE_TYPES" ] }, "GameServerGroupActions": { "type": "list", "member": { "shape": "GameServerGroupAction" }, "max": 1, "min": 1 }, "GameServerGroupArn": { "type": "string", "max": 256, "min": 1, "pattern": "^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]*" }, "GameServerGroupAutoScalingPolicy": { "type": "structure", "required": [ "TargetTrackingConfiguration" ], "members": { "EstimatedInstanceWarmup": { "shape": "PositiveInteger", "documentation": "

Length of time, in seconds, it takes for a new instance to start new game server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.

" }, "TargetTrackingConfiguration": { "shape": "TargetTrackingConfiguration", "documentation": "

Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the Amazon GameLift FleetIQ metric \"PercentUtilizedGameServers\" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

" }, "GameServerGroupDeleteOption": { "type": "string", "enum": [ "SAFE_DELETE", "FORCE_DELETE", "RETAIN" ] }, "GameServerGroupInstanceType": { "type": "string", "enum": [ "c4.large", "c4.xlarge", "c4.2xlarge", "c4.4xlarge", "c4.8xlarge", "c5.large", "c5.xlarge", "c5.2xlarge", "c5.4xlarge", "c5.9xlarge", "c5.12xlarge", "c5.18xlarge", "c5.24xlarge", "c5a.large", "c5a.xlarge", "c5a.2xlarge", "c5a.4xlarge", "c5a.8xlarge", "c5a.12xlarge", "c5a.16xlarge", "c5a.24xlarge", "c6g.medium", "c6g.large", "c6g.xlarge", "c6g.2xlarge", "c6g.4xlarge", "c6g.8xlarge", "c6g.12xlarge", "c6g.16xlarge", "r4.large", "r4.xlarge", "r4.2xlarge", "r4.4xlarge", "r4.8xlarge", "r4.16xlarge", "r5.large", "r5.xlarge", "r5.2xlarge", "r5.4xlarge", "r5.8xlarge", "r5.12xlarge", "r5.16xlarge", "r5.24xlarge", "r5a.large", "r5a.xlarge", "r5a.2xlarge", "r5a.4xlarge", "r5a.8xlarge", "r5a.12xlarge", "r5a.16xlarge", "r5a.24xlarge", "r6g.medium", "r6g.large", "r6g.xlarge", "r6g.2xlarge", "r6g.4xlarge", "r6g.8xlarge", "r6g.12xlarge", "r6g.16xlarge", "m4.large", "m4.xlarge", "m4.2xlarge", "m4.4xlarge", "m4.10xlarge", "m5.large", "m5.xlarge", "m5.2xlarge", "m5.4xlarge", "m5.8xlarge", "m5.12xlarge", "m5.16xlarge", "m5.24xlarge", "m5a.large", "m5a.xlarge", "m5a.2xlarge", "m5a.4xlarge", "m5a.8xlarge", "m5a.12xlarge", "m5a.16xlarge", "m5a.24xlarge", "m6g.medium", "m6g.large", "m6g.xlarge", "m6g.2xlarge", "m6g.4xlarge", "m6g.8xlarge", "m6g.12xlarge", "m6g.16xlarge" ] }, "GameServerGroupName": { "type": "string", "max": 128, "min": 1, "pattern": "[a-zA-Z0-9-\\.]+" }, "GameServerGroupNameOrArn": { "type": "string", "max": 256, "min": 1, "pattern": "[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+" }, "GameServerGroupStatus": { "type": "string", "enum": [ "NEW", "ACTIVATING", "ACTIVE", "DELETE_SCHEDULED", "DELETING", "DELETED", "ERROR" ] }, "GameServerGroups": { "type": "list", "member": { "shape": "GameServerGroup" } }, "GameServerHealthCheck": { "type": "string", "enum": [ "HEALTHY" ] }, "GameServerId": { "type": "string", "max": 128, "min": 3, "pattern": "[a-zA-Z0-9-\\.]+" }, "GameServerInstance": { "type": "structure", "members": { "GameServerGroupName": { "shape": "GameServerGroupName", "documentation": "

A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.

" }, "GameServerGroupArn": { "shape": "GameServerGroupArn", "documentation": "

A generated unique identifier for the game server group that includes the game server instance.

" }, "InstanceId": { "shape": "GameServerInstanceId", "documentation": "

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

" }, "InstanceStatus": { "shape": "GameServerInstanceStatus", "documentation": "

Current status of the game server instance

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

" }, "GameServerInstanceId": { "type": "string", "max": 19, "min": 19, "pattern": "^i-[0-9a-zA-Z]{17}$" }, "GameServerInstanceIds": { "type": "list", "member": { "shape": "GameServerInstanceId" }, "max": 20, "min": 1 }, "GameServerInstanceStatus": { "type": "string", "enum": [ "ACTIVE", "DRAINING", "SPOT_TERMINATING" ] }, "GameServerInstances": { "type": "list", "member": { "shape": "GameServerInstance" } }, "GameServerProtectionPolicy": { "type": "string", "enum": [ "NO_PROTECTION", "FULL_PROTECTION" ] }, "GameServerUtilizationStatus": { "type": "string", "enum": [ "AVAILABLE", "UTILIZED" ] }, "GameServers": { "type": "list", "member": { "shape": "GameServer" } }, "GameSession": { "type": "structure", "members": { "GameSessionId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

" }, "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that the game session is running on.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "TerminationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "CurrentPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

Number of players currently in the game session.

" }, "MaximumPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The maximum number of players that can be connected simultaneously to the game session.

" }, "Status": { "shape": "GameSessionStatus", "documentation": "

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

" }, "StatusReason": { "shape": "GameSessionStatusReason", "documentation": "

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

" }, "DnsName": { "shape": "DnsName", "documentation": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" }, "Port": { "shape": "PortNumber", "documentation": "

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

" }, "PlayerSessionCreationPolicy": { "shape": "PlayerSessionCreationPolicy", "documentation": "

Indicates whether or not the game session is accepting new players.

" }, "CreatorId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

" }, "GameSessionData": { "shape": "LargeGameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).

" }, "MatchmakerData": { "shape": "MatchmakerData", "documentation": "

Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.

" } }, "documentation": "

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Amazon GameLift retains a game session resource for 30 days after the game session ends. You can reuse idempotency token values after this time. Game session logs are retained for 14 days.

All APIs by task

" }, "GameSessionActivationTimeoutSeconds": { "type": "integer", "max": 600, "min": 1 }, "GameSessionConnectionInfo": { "type": "structure", "members": { "GameSessionArn": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session. Use the game session ID.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

" }, "DnsName": { "shape": "DnsName", "documentation": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" }, "Port": { "shape": "PositiveInteger", "documentation": "

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

" }, "MatchedPlayerSessions": { "shape": "MatchedPlayerSessionList", "documentation": "

A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

" } }, "documentation": "

Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.

" }, "GameSessionData": { "type": "string", "max": 4096, "min": 1 }, "GameSessionDetail": { "type": "structure", "members": { "GameSession": { "shape": "GameSession", "documentation": "

Object that describes a game session.

" }, "ProtectionPolicy": { "shape": "ProtectionPolicy", "documentation": "

Current status of protection for the game session.

" } }, "documentation": "

A game session's properties plus the protection policy currently in force.

" }, "GameSessionDetailList": { "type": "list", "member": { "shape": "GameSessionDetail" } }, "GameSessionList": { "type": "list", "member": { "shape": "GameSession" } }, "GameSessionPlacement": { "type": "structure", "members": { "PlacementId": { "shape": "IdStringModel", "documentation": "

A unique identifier for a game session placement.

" }, "GameSessionQueueName": { "shape": "GameSessionQueueName", "documentation": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

" }, "Status": { "shape": "GameSessionPlacementState", "documentation": "

Current status of the game session placement request.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}.

" }, "MaximumPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The maximum number of players that can be connected simultaneously to the game session.

" }, "GameSessionName": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

" }, "GameSessionId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the game session. This value isn't final until placement status is FULFILLED.

" }, "GameSessionArn": { "shape": "NonZeroAndMaxString", "documentation": "

Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.

" }, "GameSessionRegion": { "shape": "NonZeroAndMaxString", "documentation": "

Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

" }, "PlayerLatencies": { "shape": "PlayerLatencyList", "documentation": "

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

" }, "StartTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "EndTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when this request was completed, canceled, or timed out.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

" }, "DnsName": { "shape": "DnsName", "documentation": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" }, "Port": { "shape": "PortNumber", "documentation": "

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

" }, "PlacedPlayerSessions": { "shape": "PlacedPlayerSessionList", "documentation": "

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

" }, "GameSessionData": { "shape": "LargeGameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

" }, "MatchmakerData": { "shape": "MatchmakerData", "documentation": "

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

" } }, "documentation": "

Represents a potential game session placement, including the full details of the original placement request and the current status.

If the game session placement status is PENDING, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED. When the placement is in PENDING status, Amazon GameLift may attempt to place a game session multiple times before succeeding. With each attempt it creates a GameSession object and updates this placement object with the new game session properties..

" }, "GameSessionPlacementState": { "type": "string", "enum": [ "PENDING", "FULFILLED", "CANCELLED", "TIMED_OUT", "FAILED" ] }, "GameSessionQueue": { "type": "structure", "members": { "Name": { "shape": "GameSessionQueueName", "documentation": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

" }, "GameSessionQueueArn": { "shape": "GameSessionQueueArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. In a Amazon GameLift game session queue ARN, the resource ID matches the Name value.

" }, "TimeoutInSeconds": { "shape": "WholeNumber", "documentation": "

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

" }, "PlayerLatencyPolicies": { "shape": "PlayerLatencyPolicyList", "documentation": "

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

" }, "Destinations": { "shape": "GameSessionQueueDestinationList", "documentation": "

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

" }, "FilterConfiguration": { "shape": "FilterConfiguration", "documentation": "

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

" }, "PriorityConfiguration": { "shape": "PriorityConfiguration", "documentation": "

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

" }, "CustomEventData": { "shape": "QueueCustomEventData", "documentation": "

Information that is added to all events that are related to this game session queue.

" }, "NotificationTarget": { "shape": "QueueSnsArnStringModel", "documentation": "

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

" } }, "documentation": "

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

" }, "GameSessionQueueArn": { "type": "string", "max": 256, "min": 1, "pattern": "^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+" }, "GameSessionQueueDestination": { "type": "structure", "members": { "DestinationArn": { "shape": "ArnStringModel", "documentation": "

The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.

" } }, "documentation": "

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

" }, "GameSessionQueueDestinationList": { "type": "list", "member": { "shape": "GameSessionQueueDestination" } }, "GameSessionQueueList": { "type": "list", "member": { "shape": "GameSessionQueue" } }, "GameSessionQueueName": { "type": "string", "max": 128, "min": 1, "pattern": "[a-zA-Z0-9-]+" }, "GameSessionQueueNameOrArn": { "type": "string", "max": 256, "min": 1, "pattern": "[a-zA-Z0-9-]+|^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+" }, "GameSessionQueueNameOrArnList": { "type": "list", "member": { "shape": "GameSessionQueueNameOrArn" } }, "GameSessionStatus": { "type": "string", "enum": [ "ACTIVE", "ACTIVATING", "TERMINATED", "TERMINATING", "ERROR" ] }, "GameSessionStatusReason": { "type": "string", "enum": [ "INTERRUPTED" ] }, "GetComputeAccessInput": { "type": "structure", "required": [ "FleetId", "ComputeName" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that holds the compute resource that you want to connect to. You can use either the fleet ID or ARN value.

" }, "ComputeName": { "shape": "ComputeNameOrArn", "documentation": "

A unique identifier for the compute resource that you want to connect to. For an EC2 fleet compute, use the instance ID. For a container fleet, use the compute name (for example, a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) or the compute ARN.

" } } }, "GetComputeAccessOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

The ID of the fleet that holds the compute resource to be accessed.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "ComputeName": { "shape": "ComputeNameOrArn", "documentation": "

The identifier of the compute resource to be accessed. This value might be either a compute name or an instance ID.

" }, "ComputeArn": { "shape": "ComputeArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "Credentials": { "shape": "AwsCredentials", "documentation": "

A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).

" }, "Target": { "shape": "SessionTarget", "documentation": "

(For container fleets only) The instance ID where the compute resource is running.

" } } }, "GetComputeAuthTokenInput": { "type": "structure", "required": [ "FleetId", "ComputeName" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that the compute is registered to.

" }, "ComputeName": { "shape": "ComputeNameOrArn", "documentation": "

The name of the compute resource you are requesting the authentication token for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID. For a container fleet, use the compute name (for example, a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9) or the compute ARN.

" } } }, "GetComputeAuthTokenOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that the compute is registered to.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "ComputeName": { "shape": "ComputeNameOrArn", "documentation": "

The name of the compute resource that the authentication token is issued to.

" }, "ComputeArn": { "shape": "ComputeArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "AuthToken": { "shape": "ComputeAuthToken", "documentation": "

A valid temporary authentication token.

" }, "ExpirationTimestamp": { "shape": "Timestamp", "documentation": "

The amount of time until the authentication token is no longer valid.

" } } }, "GetGameSessionLogUrlInput": { "type": "structure", "required": [ "GameSessionId" ], "members": { "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to get logs for.

" } } }, "GetGameSessionLogUrlOutput": { "type": "structure", "members": { "PreSignedUrl": { "shape": "NonZeroAndMaxString", "documentation": "

Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.

" } } }, "GetInstanceAccessInput": { "type": "structure", "required": [ "FleetId", "InstanceId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet that contains the instance you want to access. You can request access to instances in EC2 fleets with the following statuses: ACTIVATING, ACTIVE, or ERROR. Use either a fleet ID or an ARN value.

You can access fleets in ERROR status for a short period of time before Amazon GameLift deletes them.

" }, "InstanceId": { "shape": "InstanceId", "documentation": "

A unique identifier for the instance you want to access. You can access an instance in any status.

" } } }, "GetInstanceAccessOutput": { "type": "structure", "members": { "InstanceAccess": { "shape": "InstanceAccess", "documentation": "

The connection information for a fleet instance, including IP address and access credentials.

" } } }, "IamRoleArn": { "type": "string", "max": 256, "min": 1, "pattern": "^arn:.*:role\\/[\\w+=,.@-]+" }, "IdStringModel": { "type": "string", "max": 48, "min": 1, "pattern": "[a-zA-Z0-9-]+" }, "ImageUriString": { "type": "string", "max": 255, "min": 1, "pattern": "^[a-zA-Z0-9-_\\.@\\/:]+$" }, "Instance": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that the instance belongs to.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "InstanceId": { "shape": "InstanceId", "documentation": "

A unique identifier for the instance.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

IP address that is assigned to the instance.

" }, "DnsName": { "shape": "DnsName", "documentation": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" }, "OperatingSystem": { "shape": "OperatingSystem", "documentation": "

Operating system that is running on this EC2 instance.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use Amazon GameLift server SDK 4.x., first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to Amazon GameLift server SDK version 5.

" }, "Type": { "shape": "EC2InstanceType", "documentation": "

EC2 instance type that defines the computing resources of this instance.

" }, "Status": { "shape": "InstanceStatus", "documentation": "

Current status of the instance. Possible statuses include the following:

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2.

" } }, "documentation": "

Represents a virtual computing instance that runs game server processes and hosts game sessions. In Amazon GameLift, one or more instances make up a managed EC2 fleet.

" }, "InstanceAccess": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet containing the instance to be accessed.

" }, "InstanceId": { "shape": "InstanceId", "documentation": "

A unique identifier for the instance to be accessed.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

IP address assigned to the instance.

" }, "OperatingSystem": { "shape": "OperatingSystem", "documentation": "

Operating system that is running on the instance.

" }, "Credentials": { "shape": "InstanceCredentials", "documentation": "

Security credentials that are required to access the instance.

" } }, "documentation": "

Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to GetInstanceAccess.

" }, "InstanceCredentials": { "type": "structure", "members": { "UserName": { "shape": "NonEmptyString", "documentation": "

A user name for logging in.

" }, "Secret": { "shape": "NonEmptyString", "documentation": "

Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it's a private key for use with SSH.

" } }, "documentation": "

A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift server SDK version 4.x or earlier.

", "sensitive": true }, "InstanceDefinition": { "type": "structure", "required": [ "InstanceType" ], "members": { "InstanceType": { "shape": "GameServerGroupInstanceType", "documentation": "

An Amazon EC2 instance type designation.

" }, "WeightedCapacity": { "shape": "WeightedCapacity", "documentation": "

Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by Amazon GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is \"1\".

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. Amazon GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

" }, "InstanceDefinitions": { "type": "list", "member": { "shape": "InstanceDefinition" }, "max": 20, "min": 2 }, "InstanceId": { "type": "string", "pattern": "[a-zA-Z0-9\\.-]+" }, "InstanceList": { "type": "list", "member": { "shape": "Instance" } }, "InstanceRoleCredentialsProvider": { "type": "string", "enum": [ "SHARED_CREDENTIAL_FILE" ] }, "InstanceStatus": { "type": "string", "enum": [ "PENDING", "ACTIVE", "TERMINATING" ] }, "Integer": { "type": "integer" }, "IpAddress": { "type": "string", "max": 128, "min": 1, "pattern": "^[0-9A-Fa-f\\:\\.]+", "sensitive": true }, "IpPermission": { "type": "structure", "required": [ "FromPort", "ToPort", "IpRange", "Protocol" ], "members": { "FromPort": { "shape": "PortNumber", "documentation": "

A starting value for a range of allowed port numbers.

For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

For fleets using Windows builds, only ports 1026-60000 are valid.

" }, "ToPort": { "shape": "PortNumber", "documentation": "

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.

For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

For fleets using Windows builds, only ports 1026-60000 are valid.

" }, "IpRange": { "shape": "IpRange", "documentation": "

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: \"000.000.000.000/[subnet mask]\" or optionally the shortened version \"0.0.0.0/[subnet mask]\".

" }, "Protocol": { "shape": "IpProtocol", "documentation": "

The network communication protocol used by the fleet.

" } }, "documentation": "

A range of IP addresses and port settings that allow inbound traffic to connect to processes on an instance in a fleet. Processes are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For container fleets, the port settings must use the same port numbers as the fleet's connection ports.

For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

" }, "IpPermissionsList": { "type": "list", "member": { "shape": "IpPermission" }, "max": 50 }, "IpProtocol": { "type": "string", "enum": [ "TCP", "UDP" ] }, "IpRange": { "type": "string", "pattern": "[^\\s]+", "sensitive": true }, "LargeGameSessionData": { "type": "string", "max": 262144, "min": 1 }, "LatencyMap": { "type": "map", "key": { "shape": "NonEmptyString" }, "value": { "shape": "PositiveInteger" } }, "LaunchParametersStringModel": { "type": "string", "max": 1024, "min": 1, "pattern": "[A-Za-z0-9_:.+\\/\\\\\\- =@;{},?'\\[\\]\"]+" }, "LaunchPathStringModel": { "type": "string", "max": 1024, "min": 1, "pattern": "[A-Za-z0-9_:.+\\/\\\\\\- ]+" }, "LaunchTemplateId": { "type": "string", "max": 255, "min": 1, "pattern": "[\\u0020-\\uD7FF\\uE000-\\uFFFD\\uD800\\uDC00-\\uDBFF\\uDFFF\\r\\n\\t]+" }, "LaunchTemplateName": { "type": "string", "max": 128, "min": 3, "pattern": "[a-zA-Z0-9\\(\\)\\.\\-/_]+" }, "LaunchTemplateSpecification": { "type": "structure", "members": { "LaunchTemplateId": { "shape": "LaunchTemplateId", "documentation": "

A unique identifier for an existing Amazon EC2 launch template.

" }, "LaunchTemplateName": { "shape": "LaunchTemplateName", "documentation": "

A readable identifier for an existing Amazon EC2 launch template.

" }, "Version": { "shape": "LaunchTemplateVersion", "documentation": "

The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group.

" }, "LaunchTemplateVersion": { "type": "string", "max": 128, "min": 1, "pattern": "[\\u0020-\\uD7FF\\uE000-\\uFFFD\\uD800\\uDC00-\\uDBFF\\uDFFF\\r\\n\\t]+" }, "ListAliasesInput": { "type": "structure", "members": { "RoutingStrategyType": { "shape": "RoutingStrategyType", "documentation": "

The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.

Possible routing types include the following:

" }, "Name": { "shape": "NonEmptyString", "documentation": "

A descriptive label that is associated with an alias. Alias names do not need to be unique.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "ListAliasesOutput": { "type": "structure", "members": { "Aliases": { "shape": "AliasList", "documentation": "

A collection of alias resources that match the request parameters.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListBuildsInput": { "type": "structure", "members": { "Status": { "shape": "BuildStatus", "documentation": "

Build status to filter results by. To retrieve all builds, leave this parameter empty.

Possible build statuses include the following:

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don't specify a value.

" } } }, "ListBuildsOutput": { "type": "structure", "members": { "Builds": { "shape": "BuildList", "documentation": "

A collection of build resources that match the request.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListComputeInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to retrieve compute resources for.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The name of a location to retrieve compute resources for. For an Amazon GameLift Anywhere fleet, use a custom location. For a multi-location EC2 or container fleet, provide a Amazon Web Services Region or Local Zone code (for example: us-west-2 or us-west-2-lax-1).

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "ListComputeOutput": { "type": "structure", "members": { "ComputeList": { "shape": "ComputeList", "documentation": "

A list of compute resources in the specified fleet.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListContainerGroupDefinitionsInput": { "type": "structure", "members": { "SchedulingStrategy": { "shape": "ContainerSchedulingStrategy", "documentation": "

The type of container group definitions to retrieve.

" }, "Limit": { "shape": "ListContainerGroupDefinitionsLimit", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "ListContainerGroupDefinitionsLimit": { "type": "integer", "max": 10, "min": 1 }, "ListContainerGroupDefinitionsOutput": { "type": "structure", "members": { "ContainerGroupDefinitions": { "shape": "ContainerGroupDefinitionList", "documentation": "

A result set of container group definitions that match the request.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListFleetsInput": { "type": "structure", "members": { "BuildId": { "shape": "BuildIdOrArn", "documentation": "

A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.

" }, "ScriptId": { "shape": "ScriptIdOrArn", "documentation": "

A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.

" }, "ContainerGroupDefinitionName": { "shape": "ContainerGroupDefinitionNameOrArn", "documentation": "

The container group definition name to request fleets for. Use this parameter to return only fleets that are deployed with the specified container group definition.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "ListFleetsOutput": { "type": "structure", "members": { "FleetIds": { "shape": "FleetIdList", "documentation": "

A set of fleet IDs that match the list request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListGameServerGroupsInput": { "type": "structure", "members": { "Limit": { "shape": "PositiveInteger", "documentation": "

The game server groups' limit.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

Specify the pagination token from a previous request to retrieve the next page of results.

" } } }, "ListGameServerGroupsOutput": { "type": "structure", "members": { "GameServerGroups": { "shape": "GameServerGroups", "documentation": "

The game server groups' game server groups.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

Specify the pagination token from a previous request to retrieve the next page of results.

" } } }, "ListGameServersInput": { "type": "structure", "required": [ "GameServerGroupName" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.

" }, "SortOrder": { "shape": "SortOrder", "documentation": "

Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "ListGameServersOutput": { "type": "structure", "members": { "GameServers": { "shape": "GameServers", "documentation": "

A collection of game server objects that match the request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListLocationsInput": { "type": "structure", "members": { "Filters": { "shape": "LocationFilterList", "documentation": "

Filters the list for AWS or CUSTOM locations.

" }, "Limit": { "shape": "ListLocationsLimit", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "ListLocationsLimit": { "type": "integer", "max": 200, "min": 1 }, "ListLocationsOutput": { "type": "structure", "members": { "Locations": { "shape": "LocationModelList", "documentation": "

A collection of locations.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListScriptsInput": { "type": "structure", "members": { "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don't specify a value.

" } } }, "ListScriptsOutput": { "type": "structure", "members": { "Scripts": { "shape": "ScriptList", "documentation": "

A set of properties describing the requested script.

" }, "NextToken": { "shape": "NonEmptyString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ListTagsForResourceRequest": { "type": "structure", "required": [ "ResourceARN" ], "members": { "ResourceARN": { "shape": "AmazonResourceName", "documentation": "

The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to retrieve tags for. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.

" } } }, "ListTagsForResourceResponse": { "type": "structure", "members": { "Tags": { "shape": "TagList", "documentation": "

The collection of tags assigned to the resource.

" } } }, "LocationArnModel": { "type": "string", "max": 128, "min": 1, "pattern": "^arn:.*:location\\/custom-\\S+" }, "LocationAttributes": { "type": "structure", "members": { "LocationState": { "shape": "LocationState", "documentation": "

A fleet location and its current life-cycle state.

" }, "StoppedActions": { "shape": "FleetActionList", "documentation": "

A list of fleet actions that have been suspended in the fleet location.

" }, "UpdateStatus": { "shape": "LocationUpdateStatus", "documentation": "

The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that StopFleetActions or StartFleetActions has been requested but the update has not yet been completed for the location.

" } }, "documentation": "

Details about a location in a multi-location fleet.

" }, "LocationAttributesList": { "type": "list", "member": { "shape": "LocationAttributes" } }, "LocationConfiguration": { "type": "structure", "required": [ "Location" ], "members": { "Location": { "shape": "LocationStringModel", "documentation": "

An Amazon Web Services Region code, such as us-west-2. For a list of supported Regions and Local Zones, see Amazon GameLift service locations for managed hosting.

" } }, "documentation": "

This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

A remote location where a multi-location fleet can deploy game servers for game hosting.

" }, "LocationConfigurationList": { "type": "list", "member": { "shape": "LocationConfiguration" }, "max": 100, "min": 1 }, "LocationFilter": { "type": "string", "enum": [ "AWS", "CUSTOM" ] }, "LocationFilterList": { "type": "list", "member": { "shape": "LocationFilter" }, "max": 2, "min": 1 }, "LocationList": { "type": "list", "member": { "shape": "LocationStringModel" }, "max": 100, "min": 1 }, "LocationModel": { "type": "structure", "members": { "LocationName": { "shape": "LocationStringModel", "documentation": "

The location's name.

" }, "LocationArn": { "shape": "LocationArnModel", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" } }, "documentation": "

Properties of a custom location for use in an Amazon GameLift Anywhere fleet. This data type is returned in response to a call to CreateLocation.

" }, "LocationModelList": { "type": "list", "member": { "shape": "LocationModel" } }, "LocationState": { "type": "structure", "members": { "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location, expressed as an Amazon Web Services Region code such as us-west-2.

" }, "Status": { "shape": "FleetStatus", "documentation": "

The life-cycle status of a fleet location.

" } }, "documentation": "

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

" }, "LocationStateList": { "type": "list", "member": { "shape": "LocationState" } }, "LocationStringModel": { "type": "string", "max": 64, "min": 1, "pattern": "^[A-Za-z0-9\\-]+" }, "LocationUpdateStatus": { "type": "string", "enum": [ "PENDING_UPDATE" ] }, "MatchedPlayerSession": { "type": "structure", "members": { "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player

" }, "PlayerSessionId": { "shape": "PlayerSessionId", "documentation": "

A unique identifier for a player session

" } }, "documentation": "

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

" }, "MatchedPlayerSessionList": { "type": "list", "member": { "shape": "MatchedPlayerSession" } }, "MatchmakerData": { "type": "string", "max": 390000, "min": 1 }, "MatchmakingAcceptanceTimeoutInteger": { "type": "integer", "max": 600, "min": 1 }, "MatchmakingConfiguration": { "type": "structure", "members": { "Name": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

" }, "ConfigurationArn": { "shape": "MatchmakingConfigurationArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a Amazon GameLift configuration ARN, the resource ID matches the Name value.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with matchmaking configuration.

" }, "GameSessionQueueArns": { "shape": "QueueArnsList", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

" }, "RequestTimeoutSeconds": { "shape": "MatchmakingRequestTimeoutInteger", "documentation": "

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

" }, "AcceptanceTimeoutSeconds": { "shape": "MatchmakingAcceptanceTimeoutInteger", "documentation": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

" }, "AcceptanceRequired": { "shape": "BooleanModel", "documentation": "

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

" }, "RuleSetName": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

" }, "RuleSetArn": { "shape": "MatchmakingRuleSetArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

" }, "NotificationTarget": { "shape": "SnsArnStringModel", "documentation": "

An SNS topic ARN that is set up to receive matchmaking notifications.

" }, "AdditionalPlayerCount": { "shape": "WholeNumber", "documentation": "

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used when FlexMatchMode is set to STANDALONE.

" }, "CustomEventData": { "shape": "CustomEventData", "documentation": "

Information to attach to all events related to the matchmaking configuration.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

" }, "GameSessionData": { "shape": "GameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

" }, "BackfillMode": { "shape": "BackfillMode", "documentation": "

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

" }, "FlexMatchMode": { "shape": "FlexMatchMode", "documentation": "

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.

" } }, "documentation": "

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

" }, "MatchmakingConfigurationArn": { "type": "string", "documentation": "Data type used for Matchmaking Configuration ARN.", "pattern": "^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*" }, "MatchmakingConfigurationList": { "type": "list", "member": { "shape": "MatchmakingConfiguration" } }, "MatchmakingConfigurationName": { "type": "string", "max": 256, "min": 1, "pattern": "[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*" }, "MatchmakingConfigurationNameList": { "type": "list", "member": { "shape": "MatchmakingConfigurationName" } }, "MatchmakingConfigurationStatus": { "type": "string", "enum": [ "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT" ] }, "MatchmakingIdList": { "type": "list", "member": { "shape": "MatchmakingIdStringModel" } }, "MatchmakingIdStringModel": { "type": "string", "max": 128, "pattern": "[a-zA-Z0-9-\\.]*" }, "MatchmakingRequestTimeoutInteger": { "type": "integer", "max": 43200, "min": 1 }, "MatchmakingRuleSet": { "type": "structure", "required": [ "RuleSetBody" ], "members": { "RuleSetName": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for the matchmaking rule set

" }, "RuleSetArn": { "shape": "MatchmakingRuleSetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

" }, "RuleSetBody": { "shape": "RuleSetBody", "documentation": "

A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" } }, "documentation": "

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.

" }, "MatchmakingRuleSetArn": { "type": "string", "documentation": "Data type used for Matchmaking RuleSet ARN.", "pattern": "^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*" }, "MatchmakingRuleSetList": { "type": "list", "member": { "shape": "MatchmakingRuleSet" } }, "MatchmakingRuleSetName": { "type": "string", "max": 256, "min": 1, "pattern": "[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*" }, "MatchmakingRuleSetNameList": { "type": "list", "member": { "shape": "MatchmakingRuleSetName" }, "max": 10, "min": 1 }, "MatchmakingTicket": { "type": "structure", "members": { "TicketId": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for a matchmaking ticket.

" }, "ConfigurationName": { "shape": "MatchmakingIdStringModel", "documentation": "

Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

" }, "ConfigurationArn": { "shape": "MatchmakingConfigurationArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

" }, "Status": { "shape": "MatchmakingConfigurationStatus", "documentation": "

Current status of the matchmaking request.

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

" }, "StatusReason": { "shape": "StringModel", "documentation": "

Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.

" }, "StatusMessage": { "shape": "StringModel", "documentation": "

Additional information about the current status.

" }, "StartTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "EndTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "Players": { "shape": "PlayerList", "documentation": "

A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.

" }, "GameSessionConnectionInfo": { "shape": "GameSessionConnectionInfo", "documentation": "

Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .

" }, "EstimatedWaitTime": { "shape": "WholeNumber", "documentation": "

Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.

" } }, "documentation": "

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.

" }, "MatchmakingTicketList": { "type": "list", "member": { "shape": "MatchmakingTicket" } }, "MaxConcurrentGameSessionActivations": { "type": "integer", "max": 2147483647, "min": 1 }, "MetricGroup": { "type": "string", "max": 255, "min": 1 }, "MetricGroupList": { "type": "list", "member": { "shape": "MetricGroup" }, "max": 1 }, "MetricName": { "type": "string", "enum": [ "ActivatingGameSessions", "ActiveGameSessions", "ActiveInstances", "AvailableGameSessions", "AvailablePlayerSessions", "CurrentPlayerSessions", "IdleInstances", "PercentAvailableGameSessions", "PercentIdleInstances", "QueueDepth", "WaitTime", "ConcurrentActivatableGameSessions" ] }, "NonBlankAndLengthConstraintString": { "type": "string", "max": 1024, "min": 1, "pattern": ".*\\S.*" }, "NonEmptyString": { "type": "string", "min": 1 }, "NonNegativeDouble": { "type": "double", "min": 0 }, "NonNegativeLimitedLengthDouble": { "type": "string", "max": 11, "min": 1, "pattern": "^\\d{1,5}(?:\\.\\d{1,5})?$" }, "NonZeroAnd128MaxAsciiString": { "type": "string", "max": 128, "min": 1, "pattern": "^[a-zA-Z0-9\\-]+$" }, "NonZeroAnd255MaxString": { "type": "string", "max": 255, "min": 1 }, "NonZeroAndMaxString": { "type": "string", "max": 1024, "min": 1 }, "OperatingSystem": { "type": "string", "enum": [ "WINDOWS_2012", "AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2016", "AMAZON_LINUX_2023" ] }, "PlacedPlayerSession": { "type": "structure", "members": { "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player that is associated with this player session.

" }, "PlayerSessionId": { "shape": "PlayerSessionId", "documentation": "

A unique identifier for a player session.

" } }, "documentation": "

Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

" }, "PlacedPlayerSessionList": { "type": "list", "member": { "shape": "PlacedPlayerSession" } }, "Player": { "type": "structure", "members": { "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player

" }, "PlayerAttributes": { "shape": "PlayerAttributeMap", "documentation": "

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: \"PlayerAttributes\": {\"skill\": {\"N\": \"23\"}, \"gameMode\": {\"S\": \"deathmatch\"}}.

You can provide up to 10 PlayerAttributes.

" }, "Team": { "shape": "NonZeroAndMaxString", "documentation": "

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

" }, "LatencyInMs": { "shape": "LatencyMap", "documentation": "

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

" } }, "documentation": "

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

" }, "PlayerAttributeMap": { "type": "map", "key": { "shape": "NonZeroAndMaxString" }, "value": { "shape": "AttributeValue" } }, "PlayerAttributeString": { "type": "string", "max": 100, "min": 1 }, "PlayerAttributeStringDoubleMap": { "type": "map", "key": { "shape": "PlayerAttributeString" }, "value": { "shape": "DoubleObject" } }, "PlayerAttributeStringList": { "type": "list", "member": { "shape": "PlayerAttributeString" } }, "PlayerData": { "type": "string", "max": 2048, "min": 1 }, "PlayerDataMap": { "type": "map", "key": { "shape": "NonZeroAndMaxString" }, "value": { "shape": "PlayerData" } }, "PlayerId": { "type": "string", "max": 1024, "min": 1, "sensitive": true }, "PlayerIdList": { "type": "list", "member": { "shape": "PlayerId" }, "max": 25, "min": 1, "sensitive": true }, "PlayerIdsForAcceptMatch": { "type": "list", "member": { "shape": "PlayerId" }, "sensitive": true }, "PlayerLatency": { "type": "structure", "members": { "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player associated with the latency data.

" }, "RegionIdentifier": { "shape": "NonZeroAndMaxString", "documentation": "

Name of the Region that is associated with the latency value.

" }, "LatencyInMilliseconds": { "shape": "Float", "documentation": "

Amount of time that represents the time lag experienced by the player when connected to the specified Region.

" } }, "documentation": "

Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

" }, "PlayerLatencyList": { "type": "list", "member": { "shape": "PlayerLatency" } }, "PlayerLatencyPolicy": { "type": "structure", "members": { "MaximumIndividualPlayerLatencyMilliseconds": { "shape": "WholeNumber", "documentation": "

The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

" }, "PolicyDurationSeconds": { "shape": "WholeNumber", "documentation": "

The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

" } }, "documentation": "

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

" }, "PlayerLatencyPolicyList": { "type": "list", "member": { "shape": "PlayerLatencyPolicy" } }, "PlayerList": { "type": "list", "member": { "shape": "Player" } }, "PlayerSession": { "type": "structure", "members": { "PlayerSessionId": { "shape": "PlayerSessionId", "documentation": "

A unique identifier for a player session.

" }, "PlayerId": { "shape": "PlayerId", "documentation": "

A unique identifier for a player that is associated with this player session.

" }, "GameSessionId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the game session that the player session is connected to.

" }, "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that the player's game session is running on.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "TerminationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "Status": { "shape": "PlayerSessionStatus", "documentation": "

Current status of the player session.

Possible player session statuses include the following:

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

" }, "DnsName": { "shape": "DnsName", "documentation": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" }, "Port": { "shape": "PortNumber", "documentation": "

Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

" }, "PlayerData": { "shape": "PlayerData", "documentation": "

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

" } }, "documentation": "

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

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" }, "PlayerSessionCreationPolicy": { "type": "string", "enum": [ "ACCEPT_ALL", "DENY_ALL" ] }, "PlayerSessionId": { "type": "string", "pattern": "^psess-\\S+" }, "PlayerSessionList": { "type": "list", "member": { "shape": "PlayerSession" } }, "PlayerSessionStatus": { "type": "string", "enum": [ "RESERVED", "ACTIVE", "COMPLETED", "TIMEDOUT" ] }, "PolicyType": { "type": "string", "enum": [ "RuleBased", "TargetBased" ] }, "PortNumber": { "type": "integer", "max": 60000, "min": 1, "sensitive": true }, "PositiveInteger": { "type": "integer", "min": 1 }, "PositiveLong": { "type": "long", "min": 1 }, "PriorityConfiguration": { "type": "structure", "members": { "PriorityOrder": { "shape": "PriorityTypeList", "documentation": "

The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.

" }, "LocationOrder": { "shape": "LocationList", "documentation": "

The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations are identified by Amazon Web Services Region codes such as us-west-2. Each location can only be listed once.

" } }, "documentation": "

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

Changing the priority order will affect how game sessions are placed.

" }, "PriorityType": { "type": "string", "enum": [ "LATENCY", "COST", "DESTINATION", "LOCATION" ] }, "PriorityTypeList": { "type": "list", "member": { "shape": "PriorityType" }, "max": 4, "min": 1 }, "ProtectionPolicy": { "type": "string", "enum": [ "NoProtection", "FullProtection" ] }, "PutScalingPolicyInput": { "type": "structure", "required": [ "Name", "FleetId", "MetricName" ], "members": { "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

" }, "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.

" }, "ScalingAdjustment": { "shape": "Integer", "documentation": "

Amount of adjustment to make, based on the scaling adjustment type.

" }, "ScalingAdjustmentType": { "shape": "ScalingAdjustmentType", "documentation": "

The type of adjustment to make to a fleet's instance count:

" }, "Threshold": { "shape": "Double", "documentation": "

Metric value used to trigger a scaling event.

" }, "ComparisonOperator": { "shape": "ComparisonOperatorType", "documentation": "

Comparison operator to use when measuring the metric against the threshold value.

" }, "EvaluationPeriods": { "shape": "PositiveInteger", "documentation": "

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

" }, "MetricName": { "shape": "MetricName", "documentation": "

Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

" }, "PolicyType": { "shape": "PolicyType", "documentation": "

The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

" }, "TargetConfiguration": { "shape": "TargetConfiguration", "documentation": "

An object that contains settings for a target-based scaling policy.

" } } }, "PutScalingPolicyOutput": { "type": "structure", "members": { "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

" } } }, "QueueArnsList": { "type": "list", "member": { "shape": "ArnStringModel" } }, "QueueCustomEventData": { "type": "string", "max": 256, "min": 0, "pattern": "[\\s\\S]*" }, "QueueSnsArnStringModel": { "type": "string", "max": 300, "min": 0, "pattern": "[a-zA-Z0-9:_-]*(\\.fifo)?" }, "RegisterComputeInput": { "type": "structure", "required": [ "FleetId", "ComputeName" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.

" }, "ComputeName": { "shape": "ComputeName", "documentation": "

A descriptive label for the compute resource.

" }, "CertificatePath": { "shape": "NonZeroAndMaxString", "documentation": "

The path to a TLS certificate on your compute resource. Amazon GameLift doesn't validate the path and certificate.

" }, "DnsName": { "shape": "DnsNameInput", "documentation": "

The DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP address.

" }, "IpAddress": { "shape": "IpAddress", "documentation": "

The IP address of the compute resource. Amazon GameLift requires either a DNS name or IP address. When registering an Anywhere fleet, an IP address is required.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The name of a custom location to associate with the compute resource being registered. This parameter is required when registering a compute for an Anywhere fleet.

" } } }, "RegisterComputeOutput": { "type": "structure", "members": { "Compute": { "shape": "Compute", "documentation": "

The details of the compute resource you registered.

" } } }, "RegisterGameServerInput": { "type": "structure", "required": [ "GameServerGroupName", "GameServerId", "InstanceId" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group where the game server is running.

" }, "GameServerId": { "shape": "GameServerId", "documentation": "

A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.

" }, "InstanceId": { "shape": "GameServerInstanceId", "documentation": "

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

" }, "ConnectionInfo": { "shape": "GameServerConnectionInfo", "documentation": "

Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.

" }, "GameServerData": { "shape": "GameServerData", "documentation": "

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

" } } }, "RegisterGameServerOutput": { "type": "structure", "members": { "GameServer": { "shape": "GameServer", "documentation": "

Object that describes the newly registered game server.

" } } }, "ReplicaContainerGroupCounts": { "type": "structure", "members": { "PENDING": { "shape": "WholeNumber", "documentation": "

The number of container groups that are starting up but have not yet registered.

" }, "ACTIVE": { "shape": "WholeNumber", "documentation": "

The number of container groups that have active game sessions.

" }, "IDLE": { "shape": "WholeNumber", "documentation": "

The number of container groups that have no active game sessions.

" }, "TERMINATING": { "shape": "WholeNumber", "documentation": "

The number of container groups that are in the process of shutting down.

" } }, "documentation": "

This data type is used with the Amazon GameLift containers feature, which is currently in public preview.

The number and status of replica container groups that are deployed across a fleet with compute type CONTAINER. This information, combined with the number of server processes being hosted per container group (see RuntimeConfiguration), tells you how many game sessions the fleet is currently capable of hosting concurrently.

Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity

" }, "ReplicaContainerGroupsPerInstance": { "type": "integer", "max": 5000, "min": 1 }, "RequestUploadCredentialsInput": { "type": "structure", "required": [ "BuildId" ], "members": { "BuildId": { "shape": "BuildIdOrArn", "documentation": "

A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.

" } } }, "RequestUploadCredentialsOutput": { "type": "structure", "members": { "UploadCredentials": { "shape": "AwsCredentials", "documentation": "

Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.

" }, "StorageLocation": { "shape": "S3Location", "documentation": "

Amazon S3 path and key, identifying where the game build files are stored.

" } } }, "ResolveAliasInput": { "type": "structure", "required": [ "AliasId" ], "members": { "AliasId": { "shape": "AliasIdOrArn", "documentation": "

The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.

" } } }, "ResolveAliasOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

The fleet identifier that the alias is pointing to.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.

" } } }, "ResourceCreationLimitPolicy": { "type": "structure", "members": { "NewGameSessionsPerCreator": { "shape": "WholeNumber", "documentation": "

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

" }, "PolicyPeriodInMinutes": { "shape": "WholeNumber", "documentation": "

The time span used in evaluating the resource creation limit policy.

" } }, "documentation": "

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

" }, "ResumeGameServerGroupInput": { "type": "structure", "required": [ "GameServerGroupName", "ResumeActions" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group. Use either the name or ARN value.

" }, "ResumeActions": { "shape": "GameServerGroupActions", "documentation": "

The activity to resume for this game server group.

" } } }, "ResumeGameServerGroupOutput": { "type": "structure", "members": { "GameServerGroup": { "shape": "GameServerGroup", "documentation": "

An object that describes the game server group resource, with the SuspendedActions property updated to reflect the resumed activity.

" } } }, "RoutingStrategy": { "type": "structure", "members": { "Type": { "shape": "RoutingStrategyType", "documentation": "

The type of routing strategy for the alias.

Possible routing types include the following:

" }, "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

" }, "Message": { "shape": "FreeText", "documentation": "

The message text to be used with a terminal routing strategy.

" } }, "documentation": "

The routing configuration for a fleet alias.

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" }, "RoutingStrategyType": { "type": "string", "enum": [ "SIMPLE", "TERMINAL" ] }, "RuleSetBody": { "type": "string", "max": 65535, "min": 1 }, "RuleSetLimit": { "type": "integer", "max": 10, "min": 1 }, "RuntimeConfiguration": { "type": "structure", "members": { "ServerProcesses": { "shape": "ServerProcessList", "documentation": "

A collection of server process configurations that identify what server processes to run on fleet computes.

" }, "MaxConcurrentGameSessionActivations": { "shape": "MaxConcurrentGameSessionActivations", "documentation": "

The number of game sessions in status ACTIVATING to allow on an instance or container. This setting limits the instance resources that can be used for new game activations at any one time.

" }, "GameSessionActivationTimeoutSeconds": { "shape": "GameSessionActivationTimeoutSeconds", "documentation": "

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

" } }, "documentation": "

This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

A set of instructions that define the set of server processes to run on computes in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Amazon GameLift launches the processes, manages their life cycle, and replaces them as needed. Computes check regularly for an updated runtime configuration.

On a container fleet, the Amazon GameLift Agent uses the runtime configuration to manage the lifecycle of server processes in a replica container group.

An Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes defined in a runtime configuration, add the values of the ConcurrentExecutions parameter for each server process. Learn more about Running Multiple Processes on a Fleet.

" }, "S3Location": { "type": "structure", "members": { "Bucket": { "shape": "NonEmptyString", "documentation": "

An Amazon S3 bucket identifier. Thename of the S3 bucket.

Amazon GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).

" }, "Key": { "shape": "NonEmptyString", "documentation": "

The name of the zip file that contains the build files or script files.

" }, "RoleArn": { "shape": "NonEmptyString", "documentation": "

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

" }, "ObjectVersion": { "shape": "NonEmptyString", "documentation": "

The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.

" } }, "documentation": "

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift.

" }, "ScalingAdjustmentType": { "type": "string", "enum": [ "ChangeInCapacity", "ExactCapacity", "PercentChangeInCapacity" ] }, "ScalingPolicy": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that is associated with this scaling policy.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

" }, "Status": { "shape": "ScalingStatusType", "documentation": "

Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets. If the policy is suspended for a fleet, the policy status does not change.

" }, "ScalingAdjustment": { "shape": "Integer", "documentation": "

Amount of adjustment to make, based on the scaling adjustment type.

" }, "ScalingAdjustmentType": { "shape": "ScalingAdjustmentType", "documentation": "

The type of adjustment to make to a fleet's instance count.

" }, "ComparisonOperator": { "shape": "ComparisonOperatorType", "documentation": "

Comparison operator to use when measuring a metric against the threshold value.

" }, "Threshold": { "shape": "Double", "documentation": "

Metric value used to trigger a scaling event.

" }, "EvaluationPeriods": { "shape": "PositiveInteger", "documentation": "

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

" }, "MetricName": { "shape": "MetricName", "documentation": "

Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

" }, "PolicyType": { "shape": "PolicyType", "documentation": "

The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

" }, "TargetConfiguration": { "shape": "TargetConfiguration", "documentation": "

An object that contains settings for a target-based scaling policy.

" }, "UpdateStatus": { "shape": "LocationUpdateStatus", "documentation": "

The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location.

" } }, "documentation": "

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

" }, "ScalingPolicyList": { "type": "list", "member": { "shape": "ScalingPolicy" } }, "ScalingStatusType": { "type": "string", "enum": [ "ACTIVE", "UPDATE_REQUESTED", "UPDATING", "DELETE_REQUESTED", "DELETING", "DELETED", "ERROR" ] }, "Script": { "type": "structure", "members": { "ScriptId": { "shape": "ScriptId", "documentation": "

A unique identifier for the Realtime script

" }, "ScriptArn": { "shape": "ScriptArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a script. Script names don't need to be unique.

" }, "Version": { "shape": "NonZeroAndMaxString", "documentation": "

Version information associated with a build or script. Version strings don't need to be unique.

" }, "SizeOnDisk": { "shape": "PositiveLong", "documentation": "

The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at \"0\".

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "StorageLocation": { "shape": "S3Location", "documentation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

" } }, "documentation": "

Properties describing a Realtime script.

Related actions

All APIs by task

" }, "ScriptArn": { "type": "string", "pattern": "^arn:.*:script\\/script-\\S+" }, "ScriptId": { "type": "string", "pattern": "^script-\\S+" }, "ScriptIdOrArn": { "type": "string", "pattern": "^script-\\S+|^arn:.*:script\\/script-\\S+" }, "ScriptList": { "type": "list", "member": { "shape": "Script" } }, "SearchGameSessionsInput": { "type": "structure", "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

" }, "AliasId": { "shape": "AliasIdOrArn", "documentation": "

A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

" }, "FilterExpression": { "shape": "NonZeroAndMaxString", "documentation": "

String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

A filter expression can contain one or multiple conditions. Each condition consists of the following:

To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

Session search evaluates conditions from left to right using the following precedence rules:

  1. =, <>, <, >, <=, >=

  2. Parentheses

  3. NOT

  4. AND

  5. OR

For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: \"maximumSessions>=10 AND hasAvailablePlayerSessions=true\".

" }, "SortExpression": { "shape": "NonZeroAndMaxString", "documentation": "

Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

For example, this sort expression returns the oldest active sessions first: \"SortExpression\": \"creationTimeMillis ASC\". Results with a null value for the sort operand are returned at the end of the list.

" }, "Limit": { "shape": "PositiveInteger", "documentation": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

" } } }, "SearchGameSessionsOutput": { "type": "structure", "members": { "GameSessions": { "shape": "GameSessionList", "documentation": "

A collection of objects containing game session properties for each session that matches the request.

" }, "NextToken": { "shape": "NonZeroAndMaxString", "documentation": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

" } } }, "ServerProcess": { "type": "structure", "required": [ "LaunchPath", "ConcurrentExecutions" ], "members": { "LaunchPath": { "shape": "LaunchPathStringModel", "documentation": "

The location of a game build executable or Realtime script. Game builds and Realtime scripts are installed on instances at the root:

Amazon GameLift doesn't support the use of setup scripts that launch the game executable. For custom game builds, this parameter must indicate the executable that calls the server SDK operations initSDK() and ProcessReady().

" }, "Parameters": { "shape": "LaunchParametersStringModel", "documentation": "

An optional list of parameters to pass to the server executable or Realtime script on launch.

" }, "ConcurrentExecutions": { "shape": "PositiveInteger", "documentation": "

The number of server processes using this configuration that run concurrently on each instance or container..

" } }, "documentation": "

A set of instructions for launching server processes on fleet computes. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.

" }, "ServerProcessList": { "type": "list", "member": { "shape": "ServerProcess" }, "max": 50, "min": 1 }, "ServerSdkVersion": { "type": "string", "documentation": "Data type used for server SDK version.", "max": 128, "pattern": "^\\d+\\.\\d+\\.\\d+$" }, "SessionTarget": { "type": "string", "max": 400, "min": 1 }, "Sha256": { "type": "string", "pattern": "^sha256:[a-fA-F0-9]{64}$" }, "SnsArnStringModel": { "type": "string", "max": 300, "min": 0, "pattern": "[a-zA-Z0-9:_/-]*(.fifo)?" }, "SortOrder": { "type": "string", "enum": [ "ASCENDING", "DESCENDING" ] }, "StartFleetActionsInput": { "type": "structure", "required": [ "FleetId", "Actions" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.

" }, "Actions": { "shape": "FleetActionList", "documentation": "

List of actions to restart on the fleet.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

" } } }, "StartFleetActionsOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet to restart actions on.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" } } }, "StartGameSessionPlacementInput": { "type": "structure", "required": [ "PlacementId", "GameSessionQueueName", "MaximumPlayerSessionCount" ], "members": { "PlacementId": { "shape": "IdStringModel", "documentation": "

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.

" }, "GameSessionQueueName": { "shape": "GameSessionQueueNameOrArn", "documentation": "

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}.

" }, "MaximumPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The maximum number of players that can be connected simultaneously to the game session.

" }, "GameSessionName": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

" }, "PlayerLatencies": { "shape": "PlayerLatencyList", "documentation": "

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" }, "DesiredPlayerSessions": { "shape": "DesiredPlayerSessionList", "documentation": "

Set of information on each player to create a player session for.

" }, "GameSessionData": { "shape": "LargeGameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

" } } }, "StartGameSessionPlacementOutput": { "type": "structure", "members": { "GameSessionPlacement": { "shape": "GameSessionPlacement", "documentation": "

Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.

" } } }, "StartMatchBackfillInput": { "type": "structure", "required": [ "ConfigurationName", "Players" ], "members": { "TicketId": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

" }, "ConfigurationName": { "shape": "MatchmakingConfigurationName", "documentation": "

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

" }, "GameSessionArn": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

" }, "Players": { "shape": "PlayerList", "documentation": "

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

You can include up to 199 Players in a StartMatchBackfill request.

" } } }, "StartMatchBackfillOutput": { "type": "structure", "members": { "MatchmakingTicket": { "shape": "MatchmakingTicket", "documentation": "

Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.

" } } }, "StartMatchmakingInput": { "type": "structure", "required": [ "ConfigurationName", "Players" ], "members": { "TicketId": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

" }, "ConfigurationName": { "shape": "MatchmakingConfigurationName", "documentation": "

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

" }, "Players": { "shape": "PlayerList", "documentation": "

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

You can include up to 10 Players in a StartMatchmaking request.

" } } }, "StartMatchmakingOutput": { "type": "structure", "members": { "MatchmakingTicket": { "shape": "MatchmakingTicket", "documentation": "

Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.

" } } }, "StopFleetActionsInput": { "type": "structure", "required": [ "FleetId", "Actions" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.

" }, "Actions": { "shape": "FleetActionList", "documentation": "

List of actions to suspend on the fleet.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

" } } }, "StopFleetActionsOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet to stop actions on.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" } } }, "StopGameSessionPlacementInput": { "type": "structure", "required": [ "PlacementId" ], "members": { "PlacementId": { "shape": "IdStringModel", "documentation": "

A unique identifier for a game session placement to stop.

" } } }, "StopGameSessionPlacementOutput": { "type": "structure", "members": { "GameSessionPlacement": { "shape": "GameSessionPlacement", "documentation": "

Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.

" } } }, "StopMatchmakingInput": { "type": "structure", "required": [ "TicketId" ], "members": { "TicketId": { "shape": "MatchmakingIdStringModel", "documentation": "

A unique identifier for a matchmaking ticket.

" } } }, "StopMatchmakingOutput": { "type": "structure", "members": {} }, "StringList": { "type": "list", "member": { "shape": "NonZeroAndMaxString" } }, "StringModel": { "type": "string" }, "SuspendGameServerGroupInput": { "type": "structure", "required": [ "GameServerGroupName", "SuspendActions" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group. Use either the name or ARN value.

" }, "SuspendActions": { "shape": "GameServerGroupActions", "documentation": "

The activity to suspend for this game server group.

" } } }, "SuspendGameServerGroupOutput": { "type": "structure", "members": { "GameServerGroup": { "shape": "GameServerGroup", "documentation": "

An object that describes the game server group resource, with the SuspendedActions property updated to reflect the suspended activity.

" } } }, "Tag": { "type": "structure", "required": [ "Key", "Value" ], "members": { "Key": { "shape": "TagKey", "documentation": "

The key for a developer-defined key value pair for tagging an Amazon Web Services resource.

" }, "Value": { "shape": "TagValue", "documentation": "

The value for a developer-defined key value pair for tagging an Amazon Web Services resource.

" } }, "documentation": "

A label that you can assign to a Amazon GameLift resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

" }, "TagKey": { "type": "string", "max": 128, "min": 1 }, "TagKeyList": { "type": "list", "member": { "shape": "TagKey" }, "max": 200, "min": 0 }, "TagList": { "type": "list", "member": { "shape": "Tag" }, "max": 200, "min": 0 }, "TagResourceRequest": { "type": "structure", "required": [ "ResourceARN", "Tags" ], "members": { "ResourceARN": { "shape": "AmazonResourceName", "documentation": "

The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to assign tags to. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.

" }, "Tags": { "shape": "TagList", "documentation": "

A list of one or more tags to assign to the specified Amazon GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for tagging limits.

" } } }, "TagResourceResponse": { "type": "structure", "members": {} }, "TagValue": { "type": "string", "max": 256, "min": 0 }, "TargetConfiguration": { "type": "structure", "required": [ "TargetValue" ], "members": { "TargetValue": { "shape": "Double", "documentation": "

Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).

" } }, "documentation": "

Settings for a target-based scaling policy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

" }, "TargetTrackingConfiguration": { "type": "structure", "required": [ "TargetValue" ], "members": { "TargetValue": { "shape": "NonNegativeDouble", "documentation": "

Desired value to use with a game server group target-based scaling policy.

" } }, "documentation": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a target-based policy that tracks the Amazon GameLift FleetIQ metric \"PercentUtilizedGameServers\" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

" }, "Timestamp": { "type": "timestamp" }, "UntagResourceRequest": { "type": "structure", "required": [ "ResourceARN", "TagKeys" ], "members": { "ResourceARN": { "shape": "AmazonResourceName", "documentation": "

The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to remove tags from. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.

" }, "TagKeys": { "shape": "TagKeyList", "documentation": "

A list of one or more tag keys to remove from the specified Amazon GameLift resource.

" } } }, "UntagResourceResponse": { "type": "structure", "members": {} }, "UpdateAliasInput": { "type": "structure", "required": [ "AliasId" ], "members": { "AliasId": { "shape": "AliasIdOrArn", "documentation": "

A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.

" }, "Name": { "shape": "NonBlankAndLengthConstraintString", "documentation": "

A descriptive label that is associated with an alias. Alias names do not need to be unique.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A human-readable description of the alias.

" }, "RoutingStrategy": { "shape": "RoutingStrategy", "documentation": "

The routing configuration, including routing type and fleet target, for the alias.

" } } }, "UpdateAliasOutput": { "type": "structure", "members": { "Alias": { "shape": "Alias", "documentation": "

The updated alias resource.

" } } }, "UpdateBuildInput": { "type": "structure", "required": [ "BuildId" ], "members": { "BuildId": { "shape": "BuildIdOrArn", "documentation": "

A unique identifier for the build to update. You can use either the build ID or ARN value.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label associated with a build. Build names don't need to be unique.

" }, "Version": { "shape": "NonZeroAndMaxString", "documentation": "

Version information associated with a build or script. Version strings don't need to be unique.

" } } }, "UpdateBuildOutput": { "type": "structure", "members": { "Build": { "shape": "Build", "documentation": "

The updated build resource.

" } } }, "UpdateFleetAttributesInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A human-readable description of a fleet.

" }, "NewGameSessionProtectionPolicy": { "shape": "ProtectionPolicy", "documentation": "

The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .

" }, "ResourceCreationLimitPolicy": { "shape": "ResourceCreationLimitPolicy", "documentation": "

Policy settings that limit the number of game sessions an individual player can create over a span of time.

" }, "MetricGroups": { "shape": "MetricGroupList", "documentation": "

The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.

" }, "AnywhereConfiguration": { "shape": "AnywhereConfiguration", "documentation": "

Amazon GameLift Anywhere configuration options.

" } } }, "UpdateFleetAttributesOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that was updated.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" } } }, "UpdateFleetCapacityInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.

" }, "DesiredInstances": { "shape": "WholeNumber", "documentation": "

The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet's capacity settings.

" }, "MinSize": { "shape": "WholeNumber", "documentation": "

The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.

" }, "MaxSize": { "shape": "WholeNumber", "documentation": "

The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region code such as us-west-2.

" } } }, "UpdateFleetCapacityOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that was updated.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" }, "Location": { "shape": "LocationStringModel", "documentation": "

The remote location being updated, expressed as an Amazon Web Services Region code, such as us-west-2.

" } } }, "UpdateFleetPortSettingsInput": { "type": "structure", "required": [ "FleetId" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.

" }, "InboundPermissionAuthorizations": { "shape": "IpPermissionsList", "documentation": "

A collection of port settings to be added to the fleet resource.

" }, "InboundPermissionRevocations": { "shape": "IpPermissionsList", "documentation": "

A collection of port settings to be removed from the fleet resource.

" } } }, "UpdateFleetPortSettingsOutput": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet that was updated.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

" } } }, "UpdateGameServerGroupInput": { "type": "structure", "required": [ "GameServerGroupName" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group. Use either the name or ARN value.

" }, "RoleArn": { "shape": "IamRoleArn", "documentation": "

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

" }, "InstanceDefinitions": { "shape": "InstanceDefinitions", "documentation": "

An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value \"1\". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

" }, "GameServerProtectionPolicy": { "shape": "GameServerProtectionPolicy", "documentation": "

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

" }, "BalancingStrategy": { "shape": "BalancingStrategy", "documentation": "

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

" } } }, "UpdateGameServerGroupOutput": { "type": "structure", "members": { "GameServerGroup": { "shape": "GameServerGroup", "documentation": "

An object that describes the game server group resource with updated properties.

" } } }, "UpdateGameServerInput": { "type": "structure", "required": [ "GameServerGroupName", "GameServerId" ], "members": { "GameServerGroupName": { "shape": "GameServerGroupNameOrArn", "documentation": "

A unique identifier for the game server group where the game server is running.

" }, "GameServerId": { "shape": "GameServerId", "documentation": "

A custom string that uniquely identifies the game server to update.

" }, "GameServerData": { "shape": "GameServerData", "documentation": "

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

" }, "UtilizationStatus": { "shape": "GameServerUtilizationStatus", "documentation": "

Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.

" }, "HealthCheck": { "shape": "GameServerHealthCheck", "documentation": "

Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.

" } } }, "UpdateGameServerOutput": { "type": "structure", "members": { "GameServer": { "shape": "GameServer", "documentation": "

Object that describes the newly updated game server.

" } } }, "UpdateGameSessionInput": { "type": "structure", "required": [ "GameSessionId" ], "members": { "GameSessionId": { "shape": "ArnStringModel", "documentation": "

A unique identifier for the game session to update.

" }, "MaximumPlayerSessionCount": { "shape": "WholeNumber", "documentation": "

The maximum number of players that can be connected simultaneously to the game session.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

" }, "PlayerSessionCreationPolicy": { "shape": "PlayerSessionCreationPolicy", "documentation": "

A policy that determines whether the game session is accepting new players.

" }, "ProtectionPolicy": { "shape": "ProtectionPolicy", "documentation": "

Game session protection policy to apply to this game session only.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see Update the value of a game property.

" } } }, "UpdateGameSessionOutput": { "type": "structure", "members": { "GameSession": { "shape": "GameSession", "documentation": "

The updated game session properties.

" } } }, "UpdateGameSessionQueueInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "GameSessionQueueNameOrArn", "documentation": "

A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

" }, "TimeoutInSeconds": { "shape": "WholeNumber", "documentation": "

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.

" }, "PlayerLatencyPolicies": { "shape": "PlayerLatencyPolicyList", "documentation": "

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.

" }, "Destinations": { "shape": "GameSessionQueueDestinationList", "documentation": "

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.

" }, "FilterConfiguration": { "shape": "FilterConfiguration", "documentation": "

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.

" }, "PriorityConfiguration": { "shape": "PriorityConfiguration", "documentation": "

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.

" }, "CustomEventData": { "shape": "QueueCustomEventData", "documentation": "

Information to be added to all events that are related to this game session queue.

" }, "NotificationTarget": { "shape": "QueueSnsArnStringModel", "documentation": "

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

" } } }, "UpdateGameSessionQueueOutput": { "type": "structure", "members": { "GameSessionQueue": { "shape": "GameSessionQueue", "documentation": "

An object that describes the newly updated game session queue.

" } } }, "UpdateMatchmakingConfigurationInput": { "type": "structure", "required": [ "Name" ], "members": { "Name": { "shape": "MatchmakingConfigurationName", "documentation": "

A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

" }, "Description": { "shape": "NonZeroAndMaxString", "documentation": "

A description for the matchmaking configuration.

" }, "GameSessionQueueArns": { "shape": "QueueArnsList", "documentation": "

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

" }, "RequestTimeoutSeconds": { "shape": "MatchmakingRequestTimeoutInteger", "documentation": "

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

" }, "AcceptanceTimeoutSeconds": { "shape": "MatchmakingAcceptanceTimeoutInteger", "documentation": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

" }, "AcceptanceRequired": { "shape": "BooleanModel", "documentation": "

A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

" }, "RuleSetName": { "shape": "MatchmakingRuleSetName", "documentation": "

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

" }, "NotificationTarget": { "shape": "SnsArnStringModel", "documentation": "

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

" }, "AdditionalPlayerCount": { "shape": "WholeNumber", "documentation": "

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.

" }, "CustomEventData": { "shape": "CustomEventData", "documentation": "

Information to add to all events related to the matchmaking configuration.

" }, "GameProperties": { "shape": "GamePropertyList", "documentation": "

A set of key-value pairs that can store custom data in a game session. For example: {\"Key\": \"difficulty\", \"Value\": \"novice\"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" }, "GameSessionData": { "shape": "GameSessionData", "documentation": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" }, "BackfillMode": { "shape": "BackfillMode", "documentation": "

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a match backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

" }, "FlexMatchMode": { "shape": "FlexMatchMode", "documentation": "

Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.

" } } }, "UpdateMatchmakingConfigurationOutput": { "type": "structure", "members": { "Configuration": { "shape": "MatchmakingConfiguration", "documentation": "

The updated matchmaking configuration.

" } } }, "UpdateRuntimeConfigurationInput": { "type": "structure", "required": [ "FleetId", "RuntimeConfiguration" ], "members": { "FleetId": { "shape": "FleetIdOrArn", "documentation": "

A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.

" }, "RuntimeConfiguration": { "shape": "RuntimeConfiguration", "documentation": "

Instructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.

" } } }, "UpdateRuntimeConfigurationOutput": { "type": "structure", "members": { "RuntimeConfiguration": { "shape": "RuntimeConfiguration", "documentation": "

The runtime configuration currently in use by computes in the fleet. If the update is successful, all property changes are shown.

" } } }, "UpdateScriptInput": { "type": "structure", "required": [ "ScriptId" ], "members": { "ScriptId": { "shape": "ScriptIdOrArn", "documentation": "

A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.

" }, "Name": { "shape": "NonZeroAndMaxString", "documentation": "

A descriptive label that is associated with a script. Script names don't need to be unique.

" }, "Version": { "shape": "NonZeroAndMaxString", "documentation": "

Version information associated with a build or script. Version strings don't need to be unique.

" }, "StorageLocation": { "shape": "S3Location", "documentation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

" }, "ZipFile": { "shape": "ZipBlob", "documentation": "

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string \"fileb://\" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

" } } }, "UpdateScriptOutput": { "type": "structure", "members": { "Script": { "shape": "Script", "documentation": "

The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

" } } }, "ValidateMatchmakingRuleSetInput": { "type": "structure", "required": [ "RuleSetBody" ], "members": { "RuleSetBody": { "shape": "RuleSetBody", "documentation": "

A collection of matchmaking rules to validate, formatted as a JSON string.

" } } }, "ValidateMatchmakingRuleSetOutput": { "type": "structure", "members": { "Valid": { "shape": "BooleanModel", "documentation": "

A response indicating whether the rule set is valid.

" } } }, "VpcPeeringAuthorization": { "type": "structure", "members": { "GameLiftAwsAccountId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

" }, "PeerVpcAwsAccountId": { "shape": "NonZeroAndMaxString", "documentation": "

The authorization's peer VPC Amazon Web Services account ID.

" }, "PeerVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

" }, "CreationTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" }, "ExpirationTime": { "shape": "Timestamp", "documentation": "

Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" } }, "documentation": "

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

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" }, "VpcPeeringAuthorizationList": { "type": "list", "member": { "shape": "VpcPeeringAuthorization" } }, "VpcPeeringConnection": { "type": "structure", "members": { "FleetId": { "shape": "FleetId", "documentation": "

A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

" }, "FleetArn": { "shape": "FleetArn", "documentation": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

" }, "IpV4CidrBlock": { "shape": "NonZeroAndMaxString", "documentation": "

CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

" }, "VpcPeeringConnectionId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.

" }, "Status": { "shape": "VpcPeeringConnectionStatus", "documentation": "

The status information about the connection. Status indicates if a connection is pending, successful, or failed.

" }, "PeerVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

" }, "GameLiftVpcId": { "shape": "NonZeroAndMaxString", "documentation": "

A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.

" } }, "documentation": "

Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

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" }, "VpcPeeringConnectionList": { "type": "list", "member": { "shape": "VpcPeeringConnection" } }, "VpcPeeringConnectionStatus": { "type": "structure", "members": { "Code": { "shape": "NonZeroAndMaxString", "documentation": "

Code indicating the status of a VPC peering connection.

" }, "Message": { "shape": "NonZeroAndMaxString", "documentation": "

Additional messaging associated with the connection status.

" } }, "documentation": "

Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.

" }, "VpcSubnet": { "type": "string", "max": 24, "min": 15, "pattern": "^subnet-[0-9a-z]+$" }, "VpcSubnets": { "type": "list", "member": { "shape": "VpcSubnet" }, "max": 20, "min": 1 }, "WeightedCapacity": { "type": "string", "max": 3, "min": 1, "pattern": "^[\\u0031-\\u0039][\\u0030-\\u0039]{0,2}$" }, "WholeNumber": { "type": "integer", "min": 0 }, "ZipBlob": { "type": "blob", "max": 5000000 } }, "documentation": "

Amazon GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.

About Amazon GameLift solutions

Get more information on these Amazon GameLift solutions in the Amazon GameLift Developer Guide.

About this API Reference

This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI reference. Useful links:

" }