/* * Copyright 2018-2023 Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with * the License. A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions * and limitations under the License. */ package com.amazonaws.services.gamelift; import javax.annotation.Generated; import com.amazonaws.services.gamelift.model.*; /** * Interface for accessing Amazon GameLift asynchronously. Each asynchronous method will return a Java Future object * representing the asynchronous operation; overloads which accept an {@code AsyncHandler} can be used to receive * notification when an asynchronous operation completes. *
* Note: Do not directly implement this interface, new methods are added to it regularly. Extend from * {@link com.amazonaws.services.gamelift.AbstractAmazonGameLiftAsync} instead. *
**
* 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. *
** Amazon GameLift managed hosting -- Amazon GameLift offers a fully managed service to set up and maintain computing * machines for hosting, manage game session and player session life cycle, and handle security, storage, and * performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your * game session management to minimize player latency, and add FlexMatch for matchmaking. *
** Managed hosting with Realtime Servers -- With Amazon GameLift Realtime Servers, you can quickly configure and set up * ready-to-go game servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift * infrastructure already built in. Then use the full range of Amazon GameLift managed hosting features, including * FlexMatch, for your game. *
** Amazon GameLift FleetIQ -- Use Amazon GameLift FleetIQ as a standalone service while hosting your games using EC2 * instances and Auto Scaling groups. Amazon GameLift FleetIQ provides optimizations for game hosting, including * boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the Amazon GameLift FleetIQ * and FlexMatch standalone services. *
** Amazon GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking * service for multiplayer games. Use FlexMatch as integrated with Amazon GameLift managed hosting or incorporate * FlexMatch as a standalone service into your own hosting solution. *
** 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: *
** Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may * require player acceptance; if so, then matches built with that configuration cannot be completed unless all * players accept the proposed match within a specified time limit. *
*
* When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status
* REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the
* ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an
* error.
*
* To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have
* registered acceptance, the matchmaking tickets advance to status PLACING
, where a new game session
* is created for the match.
*
* If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed
* match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more
* players rejected the match or failed to respond, the ticket status is set to CANCELLED
, and
* processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is
* returned to SEARCHING
to find a new match. A new matchmaking request for these players can be
* submitted as needed.
*
* Learn more *
** Add FlexMatch to a game * client *
** FlexMatch events * (reference) *
* * @param acceptMatchRequest * @return A Java Future containing the result of the AcceptMatch operation returned by the service. * @sample AmazonGameLiftAsync.AcceptMatch * @see AWS API * Documentation */ java.util.concurrent.Future* Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may * require player acceptance; if so, then matches built with that configuration cannot be completed unless all * players accept the proposed match within a specified time limit. *
*
* When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status
* REQUIRES_ACCEPTANCE
. This is a trigger for your game to get acceptance from all players in the
* ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an
* error.
*
* To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have
* registered acceptance, the matchmaking tickets advance to status PLACING
, where a new game session
* is created for the match.
*
* If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed
* match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more
* players rejected the match or failed to respond, the ticket status is set to CANCELLED
, and
* processing is terminated. For tickets where players have accepted or not yet responded, the ticket status is
* returned to SEARCHING
to find a new match. A new matchmaking request for these players can be
* submitted as needed.
*
* Learn more *
** Add FlexMatch to a game * client *
** FlexMatch events * (reference) *
* * @param acceptMatchRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the AcceptMatch operation returned by the service. * @sample AmazonGameLiftAsyncHandler.AcceptMatch * @see AWS API * Documentation */ java.util.concurrent.Future* 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: *
*
* If the game server utilization status is UTILIZED
.
*
* If the game server claim status is CLAIMED
.
*
* If the game server is running on an instance in DRAINING
status and the provided filter option does
* not allow placing on DRAINING
instances.
*
* Learn more *
** Amazon GameLift FleetIQ * Guide *
* * @param claimGameServerRequest * @return A Java Future containing the result of the ClaimGameServer operation returned by the service. * @sample AmazonGameLiftAsync.ClaimGameServer * @see AWS API * Documentation */ java.util.concurrent.Future* 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: *
*
* If the game server utilization status is UTILIZED
.
*
* If the game server claim status is CLAIMED
.
*
* If the game server is running on an instance in DRAINING
status and the provided filter option does
* not allow placing on DRAINING
instances.
*
* Learn more *
** Amazon GameLift FleetIQ * Guide *
* * @param claimGameServerRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ClaimGameServer operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ClaimGameServer * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param createAliasRequest * @return A Java Future containing the result of the CreateAlias operation returned by the service. * @sample AmazonGameLiftAsync.CreateAlias * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param createAliasRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateAlias * @see AWS API * Documentation */ java.util.concurrent.Future* 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:
*
* Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account * that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions * in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. *
** Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and * operating system. This operation creates a new build resource and also returns an Amazon S3 location with * temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 * location. For more information, see Uploading Objects in the * Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you * can't update them. *
*
* 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 *
* ** Create a Build with Files in Amazon S3 *
** All APIs by task *
* * @param createBuildRequest * @return A Java Future containing the result of the CreateBuild operation returned by the service. * @sample AmazonGameLiftAsync.CreateBuild * @see AWS API * Documentation */ java.util.concurrent.Future* 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:
*
* Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account * that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions * in place, specify a build name, operating system, and the Amazon S3 storage location of your game build. *
** Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and * operating system. This operation creates a new build resource and also returns an Amazon S3 location with * temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 * location. For more information, see Uploading Objects in the * Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you * can't update them. *
*
* 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 *
* ** Create a Build with Files in Amazon S3 *
** All APIs by task *
* * @param createBuildRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateBuild * @see AWS API * Documentation */ java.util.concurrent.Future* Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or * Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions * for running game servers on each instance. *
** Most Amazon GameLift fleets can deploy instances to multiple locations, including the home Region (where the * fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web * Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 * (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). * Fleets that are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region only. * All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings * and turn auto-scaling on/off for each location. *
** To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to * deploy, and provide a runtime configuration to direct Amazon GameLift how to start and run game servers on each * instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as * needed. When creating a multi-location fleet, provide a list of additional remote locations. *
** If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the * 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. *
*
* If successful, this operation creates a new Fleet resource and places it in NEW
status, which
* prompts Amazon GameLift to initiate the fleet creation workflow.
*
* Learn more *
* ** Debug fleet creation issues *
* * * @param createFleetRequest * @return A Java Future containing the result of the CreateFleet operation returned by the service. * @sample AmazonGameLiftAsync.CreateFleet * @see AWS API * Documentation */ java.util.concurrent.Future* Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or * Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions * for running game servers on each instance. *
** Most Amazon GameLift fleets can deploy instances to multiple locations, including the home Region (where the * fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web * Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 * (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). * Fleets that are created in other Amazon GameLift Regions can deploy instances in the fleet's home Region only. * All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings * and turn auto-scaling on/off for each location. *
** To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to * deploy, and provide a runtime configuration to direct Amazon GameLift how to start and run game servers on each * instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as * needed. When creating a multi-location fleet, provide a list of additional remote locations. *
** If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the * 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. *
*
* If successful, this operation creates a new Fleet resource and places it in NEW
status, which
* prompts Amazon GameLift to initiate the fleet creation workflow.
*
* Learn more *
* ** Debug fleet creation issues *
* * * @param createFleetRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateFleet operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateFleet * @see AWS API * Documentation */ java.util.concurrent.Future* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances * conform to the fleet's instance type, auto-scaling, and other configuration settings. *
** This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations * only if they reside in Amazon Web Services Regions that support this feature and were created after the feature * was released in March 2021. *
** 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 *
* * * * @param createFleetLocationsRequest * @return A Java Future containing the result of the CreateFleetLocations operation returned by the service. * @sample AmazonGameLiftAsync.CreateFleetLocations * @see AWS * API Documentation */ java.util.concurrent.Future* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances * conform to the fleet's instance type, auto-scaling, and other configuration settings. *
** This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations * only if they reside in Amazon Web Services Regions that support this feature and were created after the feature * was released in March 2021. *
** 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 *
* * * * @param createFleetLocationsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateFleetLocations operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateFleetLocations * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud * instances with your game server build. For more information, see Launching an Instance from * a Launch Template in the Amazon Elastic Compute Cloud User Guide. *
** An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to * create and interact with the Auto Scaling group. For more information, see Create IAM roles * for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide. *
** 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 *
* * @param createGameServerGroupRequest * @return A Java Future containing the result of the CreateGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsync.CreateGameServerGroup * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud * instances with your game server build. For more information, see Launching an Instance from * a Launch Template in the Amazon Elastic Compute Cloud User Guide. *
** An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to * create and interact with the Auto Scaling group. For more information, see Create IAM roles * for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide. *
** 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 *
* * @param createGameServerGroupRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateGameServerGroup * @see AWS * API Documentation */ java.util.concurrent.Future* 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 FleetIQ algorithms 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 fleet must be in ACTIVE
status before a game session can be created in
* it.
*
* This operation can be used in the following ways: *
** To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your * game session configuration. *
** To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location * name, along with your game session configuration. *
*
* If successful, a workflow is initiated to start a new game session. A GameSession
object is returned
* containing the game session configuration and status. When the status is ACTIVE
, game session
* connection information is provided and player sessions can be created 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.
*
* Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. *
** Available in Amazon GameLift Local. *
** Learn more *
* ** All APIs by task *
* * @param createGameSessionRequest * @return A Java Future containing the result of the CreateGameSession operation returned by the service. * @sample AmazonGameLiftAsync.CreateGameSession * @see AWS API * Documentation */ java.util.concurrent.Future* 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 FleetIQ algorithms 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 fleet must be in ACTIVE
status before a game session can be created in
* it.
*
* This operation can be used in the following ways: *
** To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your * game session configuration. *
** To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location * name, along with your game session configuration. *
*
* If successful, a workflow is initiated to start a new game session. A GameSession
object is returned
* containing the game session configuration and status. When the status is ACTIVE
, game session
* connection information is provided and player sessions can be created 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.
*
* Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. *
** Available in Amazon GameLift Local. *
** Learn more *
* ** All APIs by task *
* * @param createGameSessionRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateGameSession operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateGameSession * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param createGameSessionQueueRequest * @return A Java Future containing the result of the CreateGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsync.CreateGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param createGameSessionQueueRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future* Creates a custom location for use in an Anywhere fleet. *
* * @param createLocationRequest * @return A Java Future containing the result of the CreateLocation operation returned by the service. * @sample AmazonGameLiftAsync.CreateLocation * @see AWS API * Documentation */ java.util.concurrent.Future* Creates a custom location for use in an Anywhere fleet. *
* * @param createLocationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateLocation operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateLocation * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param createMatchmakingConfigurationRequest * @return A Java Future containing the result of the CreateMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.CreateMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param createMatchmakingConfigurationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.CreateMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
** Build a rule set *
** 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 *
** Build a rule set *
*
* 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 *
* * @param createPlayerSessionRequest * @return A Java Future containing the result of the CreatePlayerSession operation returned by the service. * @sample AmazonGameLiftAsync.CreatePlayerSession * @see AWS * API Documentation */ java.util.concurrent.Future
* 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 *
* * @param createPlayerSessionRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreatePlayerSession operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreatePlayerSession * @see AWS * API Documentation */ java.util.concurrent.Future
* 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 *
* * @param createPlayerSessionsRequest * @return A Java Future containing the result of the CreatePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsync.CreatePlayerSessions * @see AWS * API Documentation */ java.util.concurrent.Future
* 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 *
* * @param createPlayerSessionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreatePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreatePlayerSessions * @see AWS * API Documentation */ java.util.concurrent.Future* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide * configuration settings and optional custom game logic for your game. The script is deployed when you create a * Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. *
** To create a new script record, specify a script name and provide the script file(s). The script files and all * dependencies must be zipped into a single file. You can pull the zip file from either of these locations: *
** A locally available directory. Use the ZipFile parameter for this option. *
** An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the * StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role * that allows the Amazon GameLift service to access your S3 bucket. *
** If the call is successful, a new script record is created with a unique script ID. If the script file is provided * as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage * location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the * file at this storage location as needed for deployment. *
** Learn more *
** Amazon GameLift Realtime * Servers *
** Set Up a Role for * Amazon GameLift Access *
** Related actions *
** All APIs by task *
* * @param createScriptRequest * @return A Java Future containing the result of the CreateScript operation returned by the service. * @sample AmazonGameLiftAsync.CreateScript * @see AWS API * Documentation */ java.util.concurrent.Future* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide * configuration settings and optional custom game logic for your game. The script is deployed when you create a * Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. *
** To create a new script record, specify a script name and provide the script file(s). The script files and all * dependencies must be zipped into a single file. You can pull the zip file from either of these locations: *
** A locally available directory. Use the ZipFile parameter for this option. *
** An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the * StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role * that allows the Amazon GameLift service to access your S3 bucket. *
** If the call is successful, a new script record is created with a unique script ID. If the script file is provided * as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage * location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the * file at this storage location as needed for deployment. *
** Learn more *
** Amazon GameLift Realtime * Servers *
** Set Up a Role for * Amazon GameLift Access *
** Related actions *
** All APIs by task *
* * @param createScriptRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateScript operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateScript * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param createVpcPeeringAuthorizationRequest * @return A Java Future containing the result of the CreateVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsync.CreateVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param createVpcPeeringAuthorizationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.CreateVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param createVpcPeeringConnectionRequest * @return A Java Future containing the result of the CreateVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsync.CreateVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param createVpcPeeringConnectionRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteAliasRequest * @return A Java Future containing the result of the DeleteAlias operation returned by the service. * @sample AmazonGameLiftAsync.DeleteAlias * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteAliasRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteAlias * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteBuildRequest * @return A Java Future containing the result of the DeleteBuild operation returned by the service. * @sample AmazonGameLiftAsync.DeleteBuild * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteBuildRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteBuild * @see AWS API * Documentation */ java.util.concurrent.Future
* Deletes all resources and information related a fleet. Any current fleet instances, including those in remote
* locations, are shut down. You don't need to call DeleteFleetLocations
separately.
*
* If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 * hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection. *
*
* 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 sent.
*
* Learn more *
** Setting up Amazon GameLift * Fleets *
* * @param deleteFleetRequest * @return A Java Future containing the result of the DeleteFleet operation returned by the service. * @sample AmazonGameLiftAsync.DeleteFleet * @see AWS API * Documentation */ java.util.concurrent.Future
* Deletes all resources and information related a fleet. Any current fleet instances, including those in remote
* locations, are shut down. You don't need to call DeleteFleetLocations
separately.
*
* If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 * hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection. *
*
* 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 sent.
*
* Learn more *
** Setting up Amazon GameLift * Fleets *
* * @param deleteFleetRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteFleet operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteFleet * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteFleetLocationsRequest * @return A Java Future containing the result of the DeleteFleetLocations operation returned by the service. * @sample AmazonGameLiftAsync.DeleteFleetLocations * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteFleetLocationsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteFleetLocations operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteFleetLocations * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** The game server group *
** The corresponding Auto Scaling group *
** All game servers that are currently running in the group *
*
* 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 *
* * @param deleteGameServerGroupRequest * @return A Java Future containing the result of the DeleteGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsync.DeleteGameServerGroup * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** The game server group *
** The corresponding Auto Scaling group *
** All game servers that are currently running in the group *
*
* 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 *
* * @param deleteGameServerGroupRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteGameServerGroup * @see AWS * API Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteGameSessionQueueRequest * @return A Java Future containing the result of the DeleteGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsync.DeleteGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteGameSessionQueueRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteLocationRequest * @return A Java Future containing the result of the DeleteLocation operation returned by the service. * @sample AmazonGameLiftAsync.DeleteLocation * @see AWS API * Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteLocationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteLocation operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteLocation * @see AWS API * Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteMatchmakingConfigurationRequest * @return A Java Future containing the result of the DeleteMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.DeleteMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteMatchmakingConfigurationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DeleteMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
** Build a rule set *
** 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 *
** Build a rule set *
** 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. *
* * @param deleteScalingPolicyRequest * @return A Java Future containing the result of the DeleteScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsync.DeleteScalingPolicy * @see AWS * API Documentation */ java.util.concurrent.Future* 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. *
* * @param deleteScalingPolicyRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteScalingPolicy * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteScriptRequest * @return A Java Future containing the result of the DeleteScript operation returned by the service. * @sample AmazonGameLiftAsync.DeleteScript * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteScriptRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteScript operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteScript * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteVpcPeeringAuthorizationRequest * @return A Java Future containing the result of the DeleteVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsync.DeleteVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteVpcPeeringAuthorizationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DeleteVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteVpcPeeringConnectionRequest * @return A Java Future containing the result of the DeleteVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsync.DeleteVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param deleteVpcPeeringConnectionRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future* Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the * compute. *
* * @param deregisterComputeRequest * @return A Java Future containing the result of the DeregisterCompute operation returned by the service. * @sample AmazonGameLiftAsync.DeregisterCompute * @see AWS API * Documentation */ java.util.concurrent.Future* Removes a compute resource from the specified fleet. Deregister your compute resources before you delete the * compute. *
* * @param deregisterComputeRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeregisterCompute operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeregisterCompute * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param deregisterGameServerRequest * @return A Java Future containing the result of the DeregisterGameServer operation returned by the service. * @sample AmazonGameLiftAsync.DeregisterGameServer * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param deregisterGameServerRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeregisterGameServer operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeregisterGameServer * @see AWS * API Documentation */ java.util.concurrent.Future
* 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 *
* * @param describeAliasRequest * @return A Java Future containing the result of the DescribeAlias operation returned by the service. * @sample AmazonGameLiftAsync.DescribeAlias * @see AWS API * Documentation */ java.util.concurrent.Future
* 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 *
* * @param describeAliasRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeAlias * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param describeBuildRequest * @return A Java Future containing the result of the DescribeBuild operation returned by the service. * @sample AmazonGameLiftAsync.DescribeBuild * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param describeBuildRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeBuild * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. * If successful, Amazon GameLift returns an object containing the build properties. *
* * @param describeComputeRequest * @return A Java Future containing the result of the DescribeCompute operation returned by the service. * @sample AmazonGameLiftAsync.DescribeCompute * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves properties for a compute resource. To request a compute resource specify the fleet ID and compute name. * If successful, Amazon GameLift returns an object containing the build properties. *
* * @param describeComputeRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeCompute operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeCompute * @see AWS API * Documentation */ java.util.concurrent.Future* 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: *
*
* Request specifies the Region ap-northeast-1
with no location. The result is limits and usage data on
* all instance types that are deployed in us-east-2
, by all of the fleets that reside in
* ap-northeast-1
.
*
* Request specifies the Region us-east-1
with location ca-central-1
. The result is limits
* and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
* reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to
* ca-central-1
.
*
* Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits
* and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
* reside in eu-west-1
.
*
* This operation can be used in the following ways: *
** To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets * that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve * information for. *
** To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside * in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. * Optionally, specify a single instance type to retrieve information for. *
*
* If successful, an EC2InstanceLimits
object is returned with limits and usage data for each requested
* instance type.
*
* Learn more *
** Setting up Amazon GameLift * fleets *
* * @param describeEC2InstanceLimitsRequest * @return A Java Future containing the result of the DescribeEC2InstanceLimits operation returned by the service. * @sample AmazonGameLiftAsync.DescribeEC2InstanceLimits * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
*
* Request specifies the Region ap-northeast-1
with no location. The result is limits and usage data on
* all instance types that are deployed in us-east-2
, by all of the fleets that reside in
* ap-northeast-1
.
*
* Request specifies the Region us-east-1
with location ca-central-1
. The result is limits
* and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
* reside in us-east-2
. These limits do not affect fleets in any other Regions that deploy instances to
* ca-central-1
.
*
* Request specifies the Region eu-west-1
with location ca-central-1
. The result is limits
* and usage data on all instance types that are deployed in ca-central-1
, by all of the fleets that
* reside in eu-west-1
.
*
* This operation can be used in the following ways: *
** To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets * that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve * information for. *
** To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside * in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. * Optionally, specify a single instance type to retrieve information for. *
*
* If successful, an EC2InstanceLimits
object is returned with limits and usage data for each requested
* instance type.
*
* Learn more *
** Setting up Amazon GameLift * fleets *
* * @param describeEC2InstanceLimitsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeEC2InstanceLimits operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeEC2InstanceLimits * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all * instances in the fleet. *
** This operation can be used in the following ways: *
** To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. *
** To get attributes for all fleets, do not provide a fleet identifier. *
** When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of * sequential pages. *
*
* If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet
* identifier is not found.
*
* Some API 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 *
* * @param describeFleetAttributesRequest * @return A Java Future containing the result of the DescribeFleetAttributes operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetAttributes * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all * instances in the fleet. *
** This operation can be used in the following ways: *
** To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. *
** To get attributes for all fleets, do not provide a fleet identifier. *
** When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of * sequential pages. *
*
* If successful, a FleetAttributes
object is returned for each fleet requested, unless the fleet
* identifier is not found.
*
* Some API 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 *
* * @param describeFleetAttributesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetAttributes operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetAttributes * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet * capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote * locations, this operation retrieves data for the fleet's home Region only. *
** This operation can be used in the following ways: *
** To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. *
** To get capacity data for all fleets, do not provide a fleet identifier. *
** 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. When a list of fleet
* IDs is provided, attribute objects 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 *
* * @param describeFleetCapacityRequest * @return A Java Future containing the result of the DescribeFleetCapacity operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetCapacity * @see AWS * API Documentation */ java.util.concurrent.Future* Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet * capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote * locations, this operation retrieves data for the fleet's home Region only. *
** This operation can be used in the following ways: *
** To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. *
** To get capacity data for all fleets, do not provide a fleet identifier. *
** 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. When a list of fleet
* IDs is provided, attribute objects 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 *
* * @param describeFleetCapacityRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetCapacity operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetCapacity * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeFleetEventsRequest * @return A Java Future containing the result of the DescribeFleetEvents operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetEvents * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeFleetEventsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetEvents operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetEvents * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned * in the order that it is requested. *
** To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. *
** 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 *
* * @param describeFleetLocationAttributesRequest * @return A Java Future containing the result of the DescribeFleetLocationAttributes operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeFleetLocationAttributes * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
** To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned * in the order that it is requested. *
** To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order. *
** 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 *
* * @param describeFleetLocationAttributesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetLocationAttributes operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetLocationAttributes * @see AWS API Documentation */ java.util.concurrent.Future
* 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. 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 *
** GameLift metrics for fleets *
* * @param describeFleetLocationCapacityRequest * @return A Java Future containing the result of the DescribeFleetLocationCapacity operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeFleetLocationCapacity * @see AWS API Documentation */ java.util.concurrent.Future
* 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. 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 *
** GameLift metrics for fleets *
* * @param describeFleetLocationCapacityRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetLocationCapacity operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetLocationCapacity * @see AWS API Documentation */ java.util.concurrent.Future
* 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 *
** GameLift metrics for fleets *
* * @param describeFleetLocationUtilizationRequest * @return A Java Future containing the result of the DescribeFleetLocationUtilization operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeFleetLocationUtilization * @see AWS API Documentation */ java.util.concurrent.Future
* 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 *
** GameLift metrics for fleets *
* * @param describeFleetLocationUtilizationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetLocationUtilization operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetLocationUtilization * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and * port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are * running on instances in the fleet must use connections that fall in this range. *
** This operation can be used in the following ways: *
** To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier. *
** To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port * setting updates can take time to propagate across all locations. *
*
* If successful, a set of IpPermission
objects is returned for the requested fleet ID. When a location
* is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.
*
* Learn more *
** Setting up Amazon GameLift * fleets *
* * @param describeFleetPortSettingsRequest * @return A Java Future containing the result of the DescribeFleetPortSettings operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetPortSettings * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and * port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are * running on instances in the fleet must use connections that fall in this range. *
** This operation can be used in the following ways: *
** To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier. *
** To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port * setting updates can take time to propagate across all locations. *
*
* If successful, a set of IpPermission
objects is returned for the requested fleet ID. When a location
* is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.
*
* Learn more *
** Setting up Amazon GameLift * fleets *
* * @param describeFleetPortSettingsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetPortSettings operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetPortSettings * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
** To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. *
** To get utilization data for all fleets, do not provide a fleet identifier. *
** 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 *
* * @param describeFleetUtilizationRequest * @return A Java Future containing the result of the DescribeFleetUtilization operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetUtilization * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
** To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs. *
** To get utilization data for all fleets, do not provide a fleet identifier. *
** 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 *
* * @param describeFleetUtilizationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetUtilization operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetUtilization * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameServerRequest * @return A Java Future containing the result of the DescribeGameServer operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameServer * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameServerRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameServer operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameServer * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameServerGroupRequest * @return A Java Future containing the result of the DescribeGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameServerGroup * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameServerGroupRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameServerGroup * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameServerInstancesRequest * @return A Java Future containing the result of the DescribeGameServerInstances operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameServerInstances * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameServerInstancesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameServerInstances operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameServerInstances * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
** To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet * or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all * remote locations. *
** To retrieve details for all game sessions that are currently running on a specific fleet location, provide a * fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region * or any remote location. *
** To retrieve details for a specific game session, provide the game session ID. This approach looks for the game * session ID in all fleets that reside in the Amazon Web Services Region defined in the request. *
** 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 *
* ** All APIs by task *
* * @param describeGameSessionDetailsRequest * @return A Java Future containing the result of the DescribeGameSessionDetails operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameSessionDetails * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
** To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet * or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all * remote locations. *
** To retrieve details for all game sessions that are currently running on a specific fleet location, provide a * fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region * or any remote location. *
** To retrieve details for a specific game session, provide the game session ID. This approach looks for the game * session ID in all fleets that reside in the Amazon Web Services Region defined in the request. *
** 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 *
* ** All APIs by task *
* * @param describeGameSessionDetailsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessionDetails operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessionDetails * @see AWS API Documentation */ java.util.concurrent.Future* 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.
*
* 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.
*
* 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 *
* * @param describeGameSessionQueuesRequest * @return A Java Future containing the result of the DescribeGameSessionQueues operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameSessionQueues * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeGameSessionQueuesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessionQueues operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessionQueues * @see AWS API Documentation */ java.util.concurrent.Future* 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: *
** To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias * ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all * remote locations. *
** To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias * ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote * location. *
** To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in * all fleets that reside in the Amazon Web Services Region defined in the request. *
** 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 *
* ** All APIs by task *
* * @param describeGameSessionsRequest * @return A Java Future containing the result of the DescribeGameSessions operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias * ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all * remote locations. *
** To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias * ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote * location. *
** To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in * all fleets that reside in the Amazon Web Services Region defined in the request. *
** 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 *
* ** All APIs by task *
* * @param describeGameSessionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future* Retrieves information about a fleet's instances, including instance IDs, connection data, and status. *
** This operation can be used in the following ways: *
** To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. *
** To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and * location name. *
** To get information on a specific instance in a fleet, provide the fleet ID and instance ID. *
** Use the pagination parameters to retrieve results as a set of sequential pages. *
*
* If successful, an Instance
object is returned for each requested instance. Instances are not
* returned in any particular order.
*
* Learn more *
** Remotely Access * Fleet Instances *
* ** Related actions *
** All APIs by task *
* * @param describeInstancesRequest * @return A Java Future containing the result of the DescribeInstances operation returned by the service. * @sample AmazonGameLiftAsync.DescribeInstances * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves information about a fleet's instances, including instance IDs, connection data, and status. *
** This operation can be used in the following ways: *
** To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID. *
** To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and * location name. *
** To get information on a specific instance in a fleet, provide the fleet ID and instance ID. *
** Use the pagination parameters to retrieve results as a set of sequential pages. *
*
* If successful, an Instance
object is returned for each requested instance. Instances are not
* returned in any particular order.
*
* Learn more *
** Remotely Access * Fleet Instances *
* ** Related actions *
** All APIs by task *
* * @param describeInstancesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeInstances operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeInstances * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param describeMatchmakingRequest * @return A Java Future containing the result of the DescribeMatchmaking operation returned by the service. * @sample AmazonGameLiftAsync.DescribeMatchmaking * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeMatchmakingRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeMatchmaking operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeMatchmaking * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeMatchmakingConfigurationsRequest * @return A Java Future containing the result of the DescribeMatchmakingConfigurations operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeMatchmakingConfigurations * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
* * @param describeMatchmakingConfigurationsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeMatchmakingConfigurations operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeMatchmakingConfigurations * @see AWS API Documentation */ java.util.concurrent.Future* 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 *
** Build a rule set *
** 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 *
** Build a rule set *
** Retrieves properties for one or more player sessions. *
** This action can be used in the following ways: *
** To retrieve a specific player session, provide the player session ID only. *
** To retrieve all player sessions in a game session, provide the game session ID only. *
** To retrieve all player sessions for a specific player, provide a player ID only. *
** 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. 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.
*
* Related actions *
** All APIs by task *
* * @param describePlayerSessionsRequest * @return A Java Future containing the result of the DescribePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsync.DescribePlayerSessions * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves properties for one or more player sessions. *
** This action can be used in the following ways: *
** To retrieve a specific player session, provide the player session ID only. *
** To retrieve all player sessions in a game session, provide the game session ID only. *
** To retrieve all player sessions for a specific player, provide a player ID only. *
** 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. 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.
*
* Related actions *
** All APIs by task *
* * @param describePlayerSessionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribePlayerSessions * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server * processes to run (and how) on each instance in the fleet. *
** To get the runtime configuration that is currently in forces 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 *
* * @param describeRuntimeConfigurationRequest * @return A Java Future containing the result of the DescribeRuntimeConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeRuntimeConfiguration * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server * processes to run (and how) on each instance in the fleet. *
** To get the runtime configuration that is currently in forces 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 *
* * @param describeRuntimeConfigurationRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeRuntimeConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeRuntimeConfiguration * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
* * @param describeScalingPoliciesRequest * @return A Java Future containing the result of the DescribeScalingPolicies operation returned by the service. * @sample AmazonGameLiftAsync.DescribeScalingPolicies * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
* * @param describeScalingPoliciesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeScalingPolicies operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeScalingPolicies * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves properties for a Realtime script. *
** To request a script record, specify the script ID. If successful, an object containing the script properties is * returned. *
** Learn more *
** Amazon GameLift Realtime * Servers *
** Related actions *
** All APIs by task *
* * @param describeScriptRequest * @return A Java Future containing the result of the DescribeScript operation returned by the service. * @sample AmazonGameLiftAsync.DescribeScript * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves properties for a Realtime script. *
** To request a script record, specify the script ID. If successful, an object containing the script properties is * returned. *
** Learn more *
** Amazon GameLift Realtime * Servers *
** Related actions *
** All APIs by task *
* * @param describeScriptRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeScript operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeScript * @see AWS API * Documentation */ java.util.concurrent.Future* 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. *
** Related actions *
** All APIs by task *
* * @param describeVpcPeeringAuthorizationsRequest * @return A Java Future containing the result of the DescribeVpcPeeringAuthorizations operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeVpcPeeringAuthorizations * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
** Related actions *
** All APIs by task *
* * @param describeVpcPeeringAuthorizationsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeVpcPeeringAuthorizations operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeVpcPeeringAuthorizations * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
** Related actions *
** All APIs by task *
* * @param describeVpcPeeringConnectionsRequest * @return A Java Future containing the result of the DescribeVpcPeeringConnections operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeVpcPeeringConnections * @see AWS API Documentation */ java.util.concurrent.Future* 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. *
** Related actions *
** All APIs by task *
* * @param describeVpcPeeringConnectionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeVpcPeeringConnections operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeVpcPeeringConnections * @see AWS API Documentation */ java.util.concurrent.Future* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, * or observing activity in real time. *
*
* To remotely access an instance, you need credentials that match the operating system of the instance. For a
* Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote
* Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings,
* for use with an SSH client. The private key must be saved in the proper format to a .pem
file before
* using. If you're making this request using the CLI, saving the secret can be handled as part of the
* GetInstanceAccess
request, as shown in one of the examples for this operation.
*
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. *
** Learn more *
** Remotely Access * Fleet Instances *
* * * @param getComputeAccessRequest * @return A Java Future containing the result of the GetComputeAccess operation returned by the service. * @sample AmazonGameLiftAsync.GetComputeAccess * @see AWS API * Documentation */ java.util.concurrent.Future* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, * or observing activity in real time. *
*
* To remotely access an instance, you need credentials that match the operating system of the instance. For a
* Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote
* Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings,
* for use with an SSH client. The private key must be saved in the proper format to a .pem
file before
* using. If you're making this request using the CLI, saving the secret can be handled as part of the
* GetInstanceAccess
request, as shown in one of the examples for this operation.
*
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. *
** Learn more *
** Remotely Access * Fleet Instances *
* * * @param getComputeAccessRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the GetComputeAccess operation returned by the service. * @sample AmazonGameLiftAsyncHandler.GetComputeAccess * @see AWS API * Documentation */ java.util.concurrent.Future* Requests an authentication token from Amazon GameLift. The authentication token is used by your game server to * authenticate with Amazon GameLift. Each authentication token has an expiration time. To continue using the * compute resource to host your game server, regularly retrieve a new authorization token. *
* * @param getComputeAuthTokenRequest * @return A Java Future containing the result of the GetComputeAuthToken operation returned by the service. * @sample AmazonGameLiftAsync.GetComputeAuthToken * @see AWS * API Documentation */ java.util.concurrent.Future* Requests an authentication token from Amazon GameLift. The authentication token is used by your game server to * authenticate with Amazon GameLift. Each authentication token has an expiration time. To continue using the * compute resource to host your game server, regularly retrieve a new authorization token. *
* * @param getComputeAuthTokenRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the GetComputeAuthToken operation returned by the service. * @sample AmazonGameLiftAsyncHandler.GetComputeAuthToken * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param getGameSessionLogUrlRequest * @return A Java Future containing the result of the GetGameSessionLogUrl operation returned by the service. * @sample AmazonGameLiftAsync.GetGameSessionLogUrl * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param getGameSessionLogUrlRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the GetGameSessionLogUrl operation returned by the service. * @sample AmazonGameLiftAsyncHandler.GetGameSessionLogUrl * @see AWS * API Documentation */ java.util.concurrent.Future* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, * or observing activity in real time. *
*
* To remotely access an instance, you need credentials that match the operating system of the instance. For a
* Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote
* Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings,
* for use with an SSH client. The private key must be saved in the proper format to a .pem
file before
* using. If you're making this request using the CLI, saving the secret can be handled as part of the
* GetInstanceAccess
request, as shown in one of the examples for this operation.
*
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You * can retrieve a fleet's instance IDs by calling DescribeInstances. *
** Learn more *
** Remotely Access * Fleet Instances *
* ** Related actions *
** All APIs by task *
* * @param getInstanceAccessRequest * @return A Java Future containing the result of the GetInstanceAccess operation returned by the service. * @sample AmazonGameLiftAsync.GetInstanceAccess * @see AWS API * Documentation */ java.util.concurrent.Future* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, * or observing activity in real time. *
*
* To remotely access an instance, you need credentials that match the operating system of the instance. For a
* Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote
* Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings,
* for use with an SSH client. The private key must be saved in the proper format to a .pem
file before
* using. If you're making this request using the CLI, saving the secret can be handled as part of the
* GetInstanceAccess
request, as shown in one of the examples for this operation.
*
* To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You * can retrieve a fleet's instance IDs by calling DescribeInstances. *
** Learn more *
** Remotely Access * Fleet Instances *
* ** Related actions *
** All APIs by task *
* * @param getInstanceAccessRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the GetInstanceAccess operation returned by the service. * @sample AmazonGameLiftAsyncHandler.GetInstanceAccess * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param listAliasesRequest * @return A Java Future containing the result of the ListAliases operation returned by the service. * @sample AmazonGameLiftAsync.ListAliases * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param listAliasesRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListAliases operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListAliases * @see AWS API * Documentation */ java.util.concurrent.Future
* 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 *
* * @param listBuildsRequest * @return A Java Future containing the result of the ListBuilds operation returned by the service. * @sample AmazonGameLiftAsync.ListBuilds * @see AWS API * Documentation */ java.util.concurrent.Future
* 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 *
* * @param listBuildsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListBuilds operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListBuilds * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the * result set by location. *
* * @param listComputeRequest * @return A Java Future containing the result of the ListCompute operation returned by the service. * @sample AmazonGameLiftAsync.ListCompute * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves all compute resources registered to a fleet in your Amazon Web Services account. You can filter the * result set by location. *
* * @param listComputeRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListCompute operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListCompute * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get * fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your * request. 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. *
** This operation can be used in the following ways: *
** To get a list of all fleets in a Region, don't provide a build or script identifier. *
** To get a list of all fleets where a specific custom game build is deployed, provide the build ID. *
** To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. *
** Use the pagination parameters to retrieve results as a set of sequential pages. *
** If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also * returned if there are more result pages to retrieve. *
** Fleet resources are not listed in a particular order. *
** Learn more *
** Setting up Amazon GameLift * fleets *
* * @param listFleetsRequest * @return A Java Future containing the result of the ListFleets operation returned by the service. * @sample AmazonGameLiftAsync.ListFleets * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get * fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your * request. 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. *
** This operation can be used in the following ways: *
** To get a list of all fleets in a Region, don't provide a build or script identifier. *
** To get a list of all fleets where a specific custom game build is deployed, provide the build ID. *
** To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. *
** Use the pagination parameters to retrieve results as a set of sequential pages. *
** If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also * returned if there are more result pages to retrieve. *
** Fleet resources are not listed in a particular order. *
** Learn more *
** Setting up Amazon GameLift * fleets *
* * @param listFleetsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListFleets operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListFleets * @see AWS API * Documentation */ java.util.concurrent.Future* Lists a game server groups. *
* * @param listGameServerGroupsRequest * @return A Java Future containing the result of the ListGameServerGroups operation returned by the service. * @sample AmazonGameLiftAsync.ListGameServerGroups * @see AWS * API Documentation */ java.util.concurrent.Future* Lists a game server groups. *
* * @param listGameServerGroupsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListGameServerGroups operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListGameServerGroups * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param listGameServersRequest * @return A Java Future containing the result of the ListGameServers operation returned by the service. * @sample AmazonGameLiftAsync.ListGameServers * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param listGameServersRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListGameServers operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListGameServers * @see AWS API * Documentation */ java.util.concurrent.Future* Lists all custom and Amazon Web Services locations. *
* * @param listLocationsRequest * @return A Java Future containing the result of the ListLocations operation returned by the service. * @sample AmazonGameLiftAsync.ListLocations * @see AWS API * Documentation */ java.util.concurrent.Future* Lists all custom and Amazon Web Services locations. *
* * @param listLocationsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListLocations operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListLocations * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in * use. *
** Learn more *
** Amazon GameLift Realtime * Servers *
** Related actions *
** All APIs by task *
* * @param listScriptsRequest * @return A Java Future containing the result of the ListScripts operation returned by the service. * @sample AmazonGameLiftAsync.ListScripts * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in * use. *
** Learn more *
** Amazon GameLift Realtime * Servers *
** Related actions *
** All APIs by task *
* * @param listScriptsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListScripts operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListScripts * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
** Related actions *
** All APIs by task *
* * @param listTagsForResourceRequest * @return A Java Future containing the result of the ListTagsForResource operation returned by the service. * @sample AmazonGameLiftAsync.ListTagsForResource * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
** Related actions *
** All APIs by task *
* * @param listTagsForResourceRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListTagsForResource operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListTagsForResource * @see AWS * API Documentation */ java.util.concurrent.Future* 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. *
* * @param putScalingPolicyRequest * @return A Java Future containing the result of the PutScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsync.PutScalingPolicy * @see AWS API * Documentation */ java.util.concurrent.Future* 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. *
* * @param putScalingPolicyRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the PutScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsyncHandler.PutScalingPolicy * @see AWS API * Documentation */ java.util.concurrent.Future* Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, * you can monitor and manage your compute using Amazon GameLift. The operation returns the compute resource * containing SDK endpoint you can use to connect your game server to Amazon GameLift. *
** Learn more *
** Registers your compute resources in a fleet you previously created. After you register a compute to your fleet, * you can monitor and manage your compute using Amazon GameLift. The operation returns the compute resource * containing SDK endpoint you can use to connect your game server to Amazon GameLift. *
** Learn more *
** 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 *
* * @param registerGameServerRequest * @return A Java Future containing the result of the RegisterGameServer operation returned by the service. * @sample AmazonGameLiftAsync.RegisterGameServer * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param registerGameServerRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the RegisterGameServer operation returned by the service. * @sample AmazonGameLiftAsyncHandler.RegisterGameServer * @see AWS * API Documentation */ java.util.concurrent.Future* 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 GameSession. *
*
* 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 *
** All APIs by task *
* * @param requestUploadCredentialsRequest * @return A Java Future containing the result of the RequestUploadCredentials operation returned by the service. * @sample AmazonGameLiftAsync.RequestUploadCredentials * @see AWS API Documentation */ java.util.concurrent.Future* 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 GameSession. *
*
* 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 *
** All APIs by task *
* * @param requestUploadCredentialsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the RequestUploadCredentials operation returned by the service. * @sample AmazonGameLiftAsyncHandler.RequestUploadCredentials * @see AWS API Documentation */ java.util.concurrent.Future* Retrieves the fleet ID that an alias is currently pointing to. *
** Related actions *
** All APIs by task *
* * @param resolveAliasRequest * @return A Java Future containing the result of the ResolveAlias operation returned by the service. * @sample AmazonGameLiftAsync.ResolveAlias * @see AWS API * Documentation */ java.util.concurrent.Future* Retrieves the fleet ID that an alias is currently pointing to. *
** Related actions *
** All APIs by task *
* * @param resolveAliasRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ResolveAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ResolveAlias * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param resumeGameServerGroupRequest * @return A Java Future containing the result of the ResumeGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsync.ResumeGameServerGroup * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param resumeGameServerGroupRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ResumeGameServerGroup operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ResumeGameServerGroup * @see AWS * API Documentation */ java.util.concurrent.Future* 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 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 game
* session status with DescribeGameSessions
should only be used for games in development with low game
* session usage.
*
* 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: *
** To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. * This approach returns game sessions in the fleet's home Region and all remote locations that fit the search * criteria. *
** To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID * and a location name. For location, you can specify a fleet's home Region or any remote location. *
** 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 .
*
* You can search or sort by the following game session attributes: *
*
* gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId
* or GameSessionArn
value.
*
* gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game * session. *
*
* gameSessionProperties -- Custom data defined in a game session's GameProperty
parameter.
* GameProperty
values are stored as key:value pairs; the filter expression must indicate the key and a
* string to search the data values for. For example, to search for game sessions with custom data containing the
* key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl"
.
* All custom data values are searched as strings.
*
* maximumSessions -- Maximum number of player sessions allowed for a game session. *
** creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as * milliseconds. *
** playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly * as players join the session or drop out. *
** hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum * number of players. It is highly recommended that all search requests include this filter attribute to optimize * search performance and return only sessions that players can join. *
*
* Returned values for playerSessionCount
and hasAvailablePlayerSessions
change quickly as
* players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
* search results often, and handle sessions that fill up before a player can join.
*
* All APIs by task *
* * @param searchGameSessionsRequest * @return A Java Future containing the result of the SearchGameSessions operation returned by the service. * @sample AmazonGameLiftAsync.SearchGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future* 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 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 game
* session status with DescribeGameSessions
should only be used for games in development with low game
* session usage.
*
* 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: *
** To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. * This approach returns game sessions in the fleet's home Region and all remote locations that fit the search * criteria. *
** To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID * and a location name. For location, you can specify a fleet's home Region or any remote location. *
** 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 .
*
* You can search or sort by the following game session attributes: *
*
* gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId
* or GameSessionArn
value.
*
* gameSessionName -- Name assigned to a game session. Game session names do not need to be unique to a game * session. *
*
* gameSessionProperties -- Custom data defined in a game session's GameProperty
parameter.
* GameProperty
values are stored as key:value pairs; the filter expression must indicate the key and a
* string to search the data values for. For example, to search for game sessions with custom data containing the
* key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl"
.
* All custom data values are searched as strings.
*
* maximumSessions -- Maximum number of player sessions allowed for a game session. *
** creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as * milliseconds. *
** playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly * as players join the session or drop out. *
** hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum * number of players. It is highly recommended that all search requests include this filter attribute to optimize * search performance and return only sessions that players can join. *
*
* Returned values for playerSessionCount
and hasAvailablePlayerSessions
change quickly as
* players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
* search results often, and handle sessions that fill up before a player can join.
*
* All APIs by task *
* * @param searchGameSessionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the SearchGameSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.SearchGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future* 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: *
** To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. *
** To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and * the type of actions to resume. *
** 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 *
* * @param startFleetActionsRequest * @return A Java Future containing the result of the StartFleetActions operation returned by the service. * @sample AmazonGameLiftAsync.StartFleetActions * @see AWS API * Documentation */ java.util.concurrent.Future* 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: *
** To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume. *
** To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and * the type of actions to resume. *
** 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 *
* * @param startFleetActionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartFleetActions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartFleetActions * @see AWS API * Documentation */ java.util.concurrent.Future* 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: *
** The queue name and a set of game session properties and settings *
** A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request *
** (Optional) A set of player data and a unique player ID for each player that you are joining to the new game * session (player data is optional, but if you include it, you must also provide a unique ID for each player) *
** Latency data for all players (if you want to optimize game play for the players) *
** If successful, a new game session placement is created. *
*
* To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new
* game session has been created and a game session ARN and Region are referenced. If the placement request times
* out, you can resubmit the request or retry it with a different queue.
*
* 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: *
** The queue name and a set of game session properties and settings *
** A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request *
** (Optional) A set of player data and a unique player ID for each player that you are joining to the new game * session (player data is optional, but if you include it, you must also provide a unique ID for each player) *
** Latency data for all players (if you want to optimize game play for the players) *
** If successful, a new game session placement is created. *
*
* To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED
, a new
* game session has been created and a game session ARN and Region are referenced. If the placement request times
* out, you can resubmit the request or retry it with a different queue.
*
* 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 *
* * @param startMatchBackfillRequest * @return A Java Future containing the result of the StartMatchBackfill operation returned by the service. * @sample AmazonGameLiftAsync.StartMatchBackfill * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param startMatchBackfillRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartMatchBackfill operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartMatchBackfill * @see AWS * API Documentation */ java.util.concurrent.Future* 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 *
* * @param startMatchmakingRequest * @return A Java Future containing the result of the StartMatchmaking operation returned by the service. * @sample AmazonGameLiftAsync.StartMatchmaking * @see AWS API * Documentation */ java.util.concurrent.Future* 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 *
* * @param startMatchmakingRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartMatchmaking operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartMatchmaking * @see AWS API * Documentation */ java.util.concurrent.Future