/*
* Copyright 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.
*/
/*
* Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model.
*/
using System;
using System.Runtime.ExceptionServices;
using System.Threading;
using System.Threading.Tasks;
using System.Collections.Generic;
using System.Net;
using Amazon.GameLift.Model;
using Amazon.GameLift.Model.Internal.MarshallTransformations;
using Amazon.GameLift.Internal;
using Amazon.Runtime;
using Amazon.Runtime.Internal;
using Amazon.Runtime.Internal.Auth;
using Amazon.Runtime.Internal.Transform;
namespace Amazon.GameLift
{
///
/// Implementation for accessing GameLift
///
/// 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:
///
///
///
public partial class AmazonGameLiftClient : AmazonServiceClient, IAmazonGameLift
{
private static IServiceMetadata serviceMetadata = new AmazonGameLiftMetadata();
#region Constructors
///
/// Constructs AmazonGameLiftClient with the credentials loaded from the application's
/// default configuration, and if unsuccessful from the Instance Profile service on an EC2 instance.
///
/// Example App.config with credentials set.
///
/// <?xml version="1.0" encoding="utf-8" ?>
/// <configuration>
/// <appSettings>
/// <add key="AWSProfileName" value="AWS Default"/>
/// </appSettings>
/// </configuration>
///
///
///
public AmazonGameLiftClient()
: base(FallbackCredentialsFactory.GetCredentials(), new AmazonGameLiftConfig()) { }
///
/// Constructs AmazonGameLiftClient with the credentials loaded from the application's
/// default configuration, and if unsuccessful from the Instance Profile service on an EC2 instance.
///
/// Example App.config with credentials set.
///
/// <?xml version="1.0" encoding="utf-8" ?>
/// <configuration>
/// <appSettings>
/// <add key="AWSProfileName" value="AWS Default"/>
/// </appSettings>
/// </configuration>
///
///
///
/// The region to connect.
public AmazonGameLiftClient(RegionEndpoint region)
: base(FallbackCredentialsFactory.GetCredentials(), new AmazonGameLiftConfig{RegionEndpoint = region}) { }
///
/// Constructs AmazonGameLiftClient with the credentials loaded from the application's
/// default configuration, and if unsuccessful from the Instance Profile service on an EC2 instance.
///
/// Example App.config with credentials set.
///
/// <?xml version="1.0" encoding="utf-8" ?>
/// <configuration>
/// <appSettings>
/// <add key="AWSProfileName" value="AWS Default"/>
/// </appSettings>
/// </configuration>
///
///
///
/// The AmazonGameLiftClient Configuration Object
public AmazonGameLiftClient(AmazonGameLiftConfig config)
: base(FallbackCredentialsFactory.GetCredentials(config), config){}
///
/// Constructs AmazonGameLiftClient with AWS Credentials
///
/// AWS Credentials
public AmazonGameLiftClient(AWSCredentials credentials)
: this(credentials, new AmazonGameLiftConfig())
{
}
///
/// Constructs AmazonGameLiftClient with AWS Credentials
///
/// AWS Credentials
/// The region to connect.
public AmazonGameLiftClient(AWSCredentials credentials, RegionEndpoint region)
: this(credentials, new AmazonGameLiftConfig{RegionEndpoint = region})
{
}
///
/// Constructs AmazonGameLiftClient with AWS Credentials and an
/// AmazonGameLiftClient Configuration object.
///
/// AWS Credentials
/// The AmazonGameLiftClient Configuration Object
public AmazonGameLiftClient(AWSCredentials credentials, AmazonGameLiftConfig clientConfig)
: base(credentials, clientConfig)
{
}
///
/// Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key
///
/// AWS Access Key ID
/// AWS Secret Access Key
public AmazonGameLiftClient(string awsAccessKeyId, string awsSecretAccessKey)
: this(awsAccessKeyId, awsSecretAccessKey, new AmazonGameLiftConfig())
{
}
///
/// Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key
///
/// AWS Access Key ID
/// AWS Secret Access Key
/// The region to connect.
public AmazonGameLiftClient(string awsAccessKeyId, string awsSecretAccessKey, RegionEndpoint region)
: this(awsAccessKeyId, awsSecretAccessKey, new AmazonGameLiftConfig() {RegionEndpoint=region})
{
}
///
/// Constructs AmazonGameLiftClient with AWS Access Key ID, AWS Secret Key and an
/// AmazonGameLiftClient Configuration object.
///
/// AWS Access Key ID
/// AWS Secret Access Key
/// The AmazonGameLiftClient Configuration Object
public AmazonGameLiftClient(string awsAccessKeyId, string awsSecretAccessKey, AmazonGameLiftConfig clientConfig)
: base(awsAccessKeyId, awsSecretAccessKey, clientConfig)
{
}
///
/// Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key
///
/// AWS Access Key ID
/// AWS Secret Access Key
/// AWS Session Token
public AmazonGameLiftClient(string awsAccessKeyId, string awsSecretAccessKey, string awsSessionToken)
: this(awsAccessKeyId, awsSecretAccessKey, awsSessionToken, new AmazonGameLiftConfig())
{
}
///
/// Constructs AmazonGameLiftClient with AWS Access Key ID and AWS Secret Key
///
/// AWS Access Key ID
/// AWS Secret Access Key
/// AWS Session Token
/// The region to connect.
public AmazonGameLiftClient(string awsAccessKeyId, string awsSecretAccessKey, string awsSessionToken, RegionEndpoint region)
: this(awsAccessKeyId, awsSecretAccessKey, awsSessionToken, new AmazonGameLiftConfig{RegionEndpoint = region})
{
}
///
/// Constructs AmazonGameLiftClient with AWS Access Key ID, AWS Secret Key and an
/// AmazonGameLiftClient Configuration object.
///
/// AWS Access Key ID
/// AWS Secret Access Key
/// AWS Session Token
/// The AmazonGameLiftClient Configuration Object
public AmazonGameLiftClient(string awsAccessKeyId, string awsSecretAccessKey, string awsSessionToken, AmazonGameLiftConfig clientConfig)
: base(awsAccessKeyId, awsSecretAccessKey, awsSessionToken, clientConfig)
{
}
#endregion
#if AWS_ASYNC_ENUMERABLES_API
private IGameLiftPaginatorFactory _paginators;
///
/// Paginators for the service
///
public IGameLiftPaginatorFactory Paginators
{
get
{
if (this._paginators == null)
{
this._paginators = new GameLiftPaginatorFactory(this);
}
return this._paginators;
}
}
#endif
#region Overrides
///
/// Creates the signer for the service.
///
protected override AbstractAWSSigner CreateSigner()
{
return new AWS4Signer();
}
///
/// Customizes the runtime pipeline.
///
/// Runtime pipeline for the current client.
protected override void CustomizeRuntimePipeline(RuntimePipeline pipeline)
{
pipeline.RemoveHandler();
pipeline.AddHandlerAfter(new AmazonGameLiftEndpointResolver());
}
///
/// Capture metadata for the service.
///
protected override IServiceMetadata ServiceMetadata
{
get
{
return serviceMetadata;
}
}
#endregion
#region Dispose
///
/// Disposes the service client.
///
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
}
#endregion
#region AcceptMatch
internal virtual AcceptMatchResponse AcceptMatch(AcceptMatchRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = AcceptMatchRequestMarshaller.Instance;
options.ResponseUnmarshaller = AcceptMatchResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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)
///
///
/// Container for the necessary parameters to execute the AcceptMatch service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the AcceptMatch service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for AcceptMatch Operation
public virtual Task AcceptMatchAsync(AcceptMatchRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = AcceptMatchRequestMarshaller.Instance;
options.ResponseUnmarshaller = AcceptMatchResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ClaimGameServer
internal virtual ClaimGameServerResponse ClaimGameServer(ClaimGameServerRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ClaimGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = ClaimGameServerResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ClaimGameServer service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ClaimGameServer service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The specified game server group has no available game servers to fulfill a ClaimGameServer
/// request. Clients can retry such requests immediately or after a waiting period.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ClaimGameServer Operation
public virtual Task ClaimGameServerAsync(ClaimGameServerRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ClaimGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = ClaimGameServerResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateAlias
internal virtual CreateAliasResponse CreateAlias(CreateAliasRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateAliasResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateAlias service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateAlias service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateAlias Operation
public virtual Task CreateAliasAsync(CreateAliasRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateAliasResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateBuild
internal virtual CreateBuildResponse CreateBuild(CreateBuildRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateBuildRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateBuildResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Uploading
/// Your Game
///
///
///
///
/// Create a Build with Files in Amazon S3
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the CreateBuild service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateBuild service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateBuild Operation
public virtual Task CreateBuildAsync(CreateBuildRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateBuildRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateBuildResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateFleet
internal virtual CreateFleetResponse CreateFleet(CreateFleetRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateFleetRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateFleetResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Setting
/// up fleets
///
///
///
/// Debug
/// fleet creation issues
///
///
///
/// Multi-location
/// fleets
///
///
/// Container for the necessary parameters to execute the CreateFleet service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateFleet service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for CreateFleet Operation
public virtual Task CreateFleetAsync(CreateFleetRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateFleetRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateFleetResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateFleetLocations
internal virtual CreateFleetLocationsResponse CreateFleetLocations(CreateFleetLocationsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateFleetLocationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateFleetLocationsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Setting
/// up fleets
///
///
///
/// Multi-location
/// fleets
///
///
/// Container for the necessary parameters to execute the CreateFleetLocations service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateFleetLocations service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the fleet. Resolve the conflict before retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for CreateFleetLocations Operation
public virtual Task CreateFleetLocationsAsync(CreateFleetLocationsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateFleetLocationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateFleetLocationsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateGameServerGroup
internal virtual CreateGameServerGroupResponse CreateGameServerGroup(CreateGameServerGroupRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateGameServerGroupResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateGameServerGroup service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateGameServerGroup service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateGameServerGroup Operation
public virtual Task CreateGameServerGroupAsync(CreateGameServerGroupRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateGameServerGroupResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateGameSession
internal virtual CreateGameSessionResponse CreateGameSession(CreateGameSessionRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateGameSessionRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateGameSessionResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Start
/// a game session
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the CreateGameSession service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateGameSession service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The specified fleet has no available instances to fulfill a CreateGameSession
/// request. Clients can retry such requests immediately or after a waiting period.
///
///
/// A game session with this custom ID string already exists in this fleet. Resolve this
/// conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the fleet. Resolve the conflict before retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for CreateGameSession Operation
public virtual Task CreateGameSessionAsync(CreateGameSessionRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateGameSessionRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateGameSessionResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateGameSessionQueue
internal virtual CreateGameSessionQueueResponse CreateGameSessionQueue(CreateGameSessionQueueRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateGameSessionQueueRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateGameSessionQueueResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateGameSessionQueue service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateGameSessionQueue service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateGameSessionQueue Operation
public virtual Task CreateGameSessionQueueAsync(CreateGameSessionQueueRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateGameSessionQueueRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateGameSessionQueueResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateLocation
internal virtual CreateLocationResponse CreateLocation(CreateLocationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateLocationRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateLocationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// Creates a custom location for use in an Anywhere fleet.
///
/// Container for the necessary parameters to execute the CreateLocation service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateLocation service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateLocation Operation
public virtual Task CreateLocationAsync(CreateLocationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateLocationRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateLocationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateMatchmakingConfiguration
internal virtual CreateMatchmakingConfigurationResponse CreateMatchmakingConfiguration(CreateMatchmakingConfigurationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateMatchmakingConfigurationRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateMatchmakingConfigurationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateMatchmakingConfiguration service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateMatchmakingConfiguration service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for CreateMatchmakingConfiguration Operation
public virtual Task CreateMatchmakingConfigurationAsync(CreateMatchmakingConfigurationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateMatchmakingConfigurationRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateMatchmakingConfigurationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateMatchmakingRuleSet
internal virtual CreateMatchmakingRuleSetResponse CreateMatchmakingRuleSet(CreateMatchmakingRuleSetRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateMatchmakingRuleSetRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateMatchmakingRuleSetResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Container for the necessary parameters to execute the CreateMatchmakingRuleSet service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateMatchmakingRuleSet service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for CreateMatchmakingRuleSet Operation
public virtual Task CreateMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateMatchmakingRuleSetRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateMatchmakingRuleSetResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreatePlayerSession
internal virtual CreatePlayerSessionResponse CreatePlayerSession(CreatePlayerSessionRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreatePlayerSessionRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreatePlayerSessionResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the game session to add a player to.
/// A unique identifier for a player. Player IDs are developer-defined.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreatePlayerSession service method, as returned by GameLift.
///
/// The game instance is currently full and cannot allow the requested player(s) to join.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the game instance. Resolve the conflict before
/// retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreatePlayerSession Operation
public virtual Task CreatePlayerSessionAsync(string gameSessionId, string playerId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new CreatePlayerSessionRequest();
request.GameSessionId = gameSessionId;
request.PlayerId = playerId;
return CreatePlayerSessionAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreatePlayerSession service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreatePlayerSession service method, as returned by GameLift.
///
/// The game instance is currently full and cannot allow the requested player(s) to join.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the game instance. Resolve the conflict before
/// retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreatePlayerSession Operation
public virtual Task CreatePlayerSessionAsync(CreatePlayerSessionRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreatePlayerSessionRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreatePlayerSessionResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreatePlayerSessions
internal virtual CreatePlayerSessionsResponse CreatePlayerSessions(CreatePlayerSessionsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreatePlayerSessionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreatePlayerSessionsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the game session to add players to.
/// List of unique identifiers for the players to be added.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreatePlayerSessions service method, as returned by GameLift.
///
/// The game instance is currently full and cannot allow the requested player(s) to join.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the game instance. Resolve the conflict before
/// retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreatePlayerSessions Operation
public virtual Task CreatePlayerSessionsAsync(string gameSessionId, List playerIds, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new CreatePlayerSessionsRequest();
request.GameSessionId = gameSessionId;
request.PlayerIds = playerIds;
return CreatePlayerSessionsAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreatePlayerSessions service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreatePlayerSessions service method, as returned by GameLift.
///
/// The game instance is currently full and cannot allow the requested player(s) to join.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the game instance. Resolve the conflict before
/// retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreatePlayerSessions Operation
public virtual Task CreatePlayerSessionsAsync(CreatePlayerSessionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreatePlayerSessionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreatePlayerSessionsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateScript
internal virtual CreateScriptResponse CreateScript(CreateScriptRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateScriptRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateScriptResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateScript service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateScript service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateScript Operation
public virtual Task CreateScriptAsync(CreateScriptRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateScriptRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateScriptResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateVpcPeeringAuthorization
internal virtual CreateVpcPeeringAuthorizationResponse CreateVpcPeeringAuthorization(CreateVpcPeeringAuthorizationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateVpcPeeringAuthorizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateVpcPeeringAuthorizationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateVpcPeeringAuthorization service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateVpcPeeringAuthorization service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateVpcPeeringAuthorization Operation
public virtual Task CreateVpcPeeringAuthorizationAsync(CreateVpcPeeringAuthorizationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateVpcPeeringAuthorizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateVpcPeeringAuthorizationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region CreateVpcPeeringConnection
internal virtual CreateVpcPeeringConnectionResponse CreateVpcPeeringConnection(CreateVpcPeeringConnectionRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateVpcPeeringConnectionRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateVpcPeeringConnectionResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the CreateVpcPeeringConnection service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the CreateVpcPeeringConnection service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for CreateVpcPeeringConnection Operation
public virtual Task CreateVpcPeeringConnectionAsync(CreateVpcPeeringConnectionRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = CreateVpcPeeringConnectionRequestMarshaller.Instance;
options.ResponseUnmarshaller = CreateVpcPeeringConnectionResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteAlias
internal virtual DeleteAliasResponse DeleteAlias(DeleteAliasRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteAliasResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteAlias service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteAlias Operation
public virtual Task DeleteAliasAsync(string aliasId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DeleteAliasRequest();
request.AliasId = aliasId;
return DeleteAliasAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteAlias service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteAlias service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteAlias Operation
public virtual Task DeleteAliasAsync(DeleteAliasRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteAliasResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteBuild
internal virtual DeleteBuildResponse DeleteBuild(DeleteBuildRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteBuildRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteBuildResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the build to delete. You can use either the build ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteBuild service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteBuild Operation
public virtual Task DeleteBuildAsync(string buildId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DeleteBuildRequest();
request.BuildId = buildId;
return DeleteBuildAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteBuild service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteBuild service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteBuild Operation
public virtual Task DeleteBuildAsync(DeleteBuildRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteBuildRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteBuildResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteFleet
internal virtual DeleteFleetResponse DeleteFleet(DeleteFleetRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteFleetRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteFleetResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteFleet service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the fleet. Resolve the conflict before retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteFleet Operation
public virtual Task DeleteFleetAsync(string fleetId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DeleteFleetRequest();
request.FleetId = fleetId;
return DeleteFleetAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteFleet service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteFleet service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// The requested operation would cause a conflict with the current state of a resource
/// associated with the request and/or the fleet. Resolve the conflict before retrying.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteFleet Operation
public virtual Task DeleteFleetAsync(DeleteFleetRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteFleetRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteFleetResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteFleetLocations
internal virtual DeleteFleetLocationsResponse DeleteFleetLocations(DeleteFleetLocationsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteFleetLocationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteFleetLocationsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteFleetLocations service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteFleetLocations service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DeleteFleetLocations Operation
public virtual Task DeleteFleetLocationsAsync(DeleteFleetLocationsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteFleetLocationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteFleetLocationsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteGameServerGroup
internal virtual DeleteGameServerGroupResponse DeleteGameServerGroup(DeleteGameServerGroupRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteGameServerGroupResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteGameServerGroup service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteGameServerGroup service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteGameServerGroup Operation
public virtual Task DeleteGameServerGroupAsync(DeleteGameServerGroupRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteGameServerGroupResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteGameSessionQueue
internal virtual DeleteGameSessionQueueResponse DeleteGameSessionQueue(DeleteGameSessionQueueRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteGameSessionQueueRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteGameSessionQueueResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
/// Container for the necessary parameters to execute the DeleteGameSessionQueue service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteGameSessionQueue service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteGameSessionQueue Operation
public virtual Task DeleteGameSessionQueueAsync(DeleteGameSessionQueueRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteGameSessionQueueRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteGameSessionQueueResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteLocation
internal virtual DeleteLocationResponse DeleteLocation(DeleteLocationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteLocationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteLocationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
///
/// Container for the necessary parameters to execute the DeleteLocation service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteLocation service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteLocation Operation
public virtual Task DeleteLocationAsync(DeleteLocationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteLocationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteLocationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteMatchmakingConfiguration
internal virtual DeleteMatchmakingConfigurationResponse DeleteMatchmakingConfiguration(DeleteMatchmakingConfigurationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteMatchmakingConfigurationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteMatchmakingConfigurationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
/// Container for the necessary parameters to execute the DeleteMatchmakingConfiguration service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteMatchmakingConfiguration service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DeleteMatchmakingConfiguration Operation
public virtual Task DeleteMatchmakingConfigurationAsync(DeleteMatchmakingConfigurationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteMatchmakingConfigurationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteMatchmakingConfigurationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteMatchmakingRuleSet
internal virtual DeleteMatchmakingRuleSetResponse DeleteMatchmakingRuleSet(DeleteMatchmakingRuleSetRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteMatchmakingRuleSetRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteMatchmakingRuleSetResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Container for the necessary parameters to execute the DeleteMatchmakingRuleSet service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteMatchmakingRuleSet service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DeleteMatchmakingRuleSet Operation
public virtual Task DeleteMatchmakingRuleSetAsync(DeleteMatchmakingRuleSetRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteMatchmakingRuleSetRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteMatchmakingRuleSetResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteScalingPolicy
internal virtual DeleteScalingPolicyResponse DeleteScalingPolicy(DeleteScalingPolicyRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteScalingPolicyRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteScalingPolicyResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
///
/// Container for the necessary parameters to execute the DeleteScalingPolicy service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteScalingPolicy service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteScalingPolicy Operation
public virtual Task DeleteScalingPolicyAsync(DeleteScalingPolicyRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteScalingPolicyRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteScalingPolicyResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteScript
internal virtual DeleteScriptResponse DeleteScript(DeleteScriptRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteScriptRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteScriptResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteScript service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteScript service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteScript Operation
public virtual Task DeleteScriptAsync(DeleteScriptRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteScriptRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteScriptResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteVpcPeeringAuthorization
internal virtual DeleteVpcPeeringAuthorizationResponse DeleteVpcPeeringAuthorization(DeleteVpcPeeringAuthorizationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteVpcPeeringAuthorizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteVpcPeeringAuthorizationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteVpcPeeringAuthorization service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteVpcPeeringAuthorization service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteVpcPeeringAuthorization Operation
public virtual Task DeleteVpcPeeringAuthorizationAsync(DeleteVpcPeeringAuthorizationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteVpcPeeringAuthorizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteVpcPeeringAuthorizationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeleteVpcPeeringConnection
internal virtual DeleteVpcPeeringConnectionResponse DeleteVpcPeeringConnection(DeleteVpcPeeringConnectionRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteVpcPeeringConnectionRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteVpcPeeringConnectionResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeleteVpcPeeringConnection service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeleteVpcPeeringConnection service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeleteVpcPeeringConnection Operation
public virtual Task DeleteVpcPeeringConnectionAsync(DeleteVpcPeeringConnectionRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeleteVpcPeeringConnectionRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeleteVpcPeeringConnectionResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeregisterCompute
internal virtual DeregisterComputeResponse DeregisterCompute(DeregisterComputeRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeregisterComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeregisterComputeResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// Removes a compute resource from the specified fleet. Deregister your compute resources
/// before you delete the compute.
///
/// Container for the necessary parameters to execute the DeregisterCompute service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeregisterCompute service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeregisterCompute Operation
public virtual Task DeregisterComputeAsync(DeregisterComputeRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeregisterComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeregisterComputeResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DeregisterGameServer
internal virtual DeregisterGameServerResponse DeregisterGameServer(DeregisterGameServerRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DeregisterGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeregisterGameServerResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DeregisterGameServer service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DeregisterGameServer service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DeregisterGameServer Operation
public virtual Task DeregisterGameServerAsync(DeregisterGameServerRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DeregisterGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = DeregisterGameServerResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeAlias
internal virtual DescribeAliasResponse DescribeAlias(DescribeAliasRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeAliasResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeAlias service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeAlias Operation
public virtual Task DescribeAliasAsync(string aliasId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DescribeAliasRequest();
request.AliasId = aliasId;
return DescribeAliasAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeAlias service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeAlias service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeAlias Operation
public virtual Task DescribeAliasAsync(DescribeAliasRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeAliasResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeBuild
internal virtual DescribeBuildResponse DescribeBuild(DescribeBuildRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeBuildRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeBuildResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeBuild service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeBuild Operation
public virtual Task DescribeBuildAsync(string buildId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DescribeBuildRequest();
request.BuildId = buildId;
return DescribeBuildAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeBuild service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeBuild service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeBuild Operation
public virtual Task DescribeBuildAsync(DescribeBuildRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeBuildRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeBuildResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeCompute
internal virtual DescribeComputeResponse DescribeCompute(DescribeComputeRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeComputeResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
/// Container for the necessary parameters to execute the DescribeCompute service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeCompute service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeCompute Operation
public virtual Task DescribeComputeAsync(DescribeComputeRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeComputeResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeEC2InstanceLimits
internal virtual DescribeEC2InstanceLimitsResponse DescribeEC2InstanceLimits(DescribeEC2InstanceLimitsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeEC2InstanceLimitsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeEC2InstanceLimitsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Name of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeEC2InstanceLimits service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeEC2InstanceLimits Operation
public virtual Task DescribeEC2InstanceLimitsAsync(EC2InstanceType ec2InstanceType, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DescribeEC2InstanceLimitsRequest();
request.EC2InstanceType = ec2InstanceType;
return DescribeEC2InstanceLimitsAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeEC2InstanceLimits service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeEC2InstanceLimits service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeEC2InstanceLimits Operation
public virtual Task DescribeEC2InstanceLimitsAsync(DescribeEC2InstanceLimitsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeEC2InstanceLimitsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeEC2InstanceLimitsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetAttributes
internal virtual DescribeFleetAttributesResponse DescribeFleetAttributes(DescribeFleetAttributesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetAttributesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetAttributesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetAttributes service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetAttributes service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeFleetAttributes Operation
public virtual Task DescribeFleetAttributesAsync(DescribeFleetAttributesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetAttributesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetAttributesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetCapacity
internal virtual DescribeFleetCapacityResponse DescribeFleetCapacity(DescribeFleetCapacityRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetCapacityRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetCapacityResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetCapacity service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetCapacity service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeFleetCapacity Operation
public virtual Task DescribeFleetCapacityAsync(DescribeFleetCapacityRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetCapacityRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetCapacityResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetEvents
internal virtual DescribeFleetEventsResponse DescribeFleetEvents(DescribeFleetEventsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetEventsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetEventsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetEvents service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetEvents service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeFleetEvents Operation
public virtual Task DescribeFleetEventsAsync(DescribeFleetEventsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetEventsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetEventsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetLocationAttributes
internal virtual DescribeFleetLocationAttributesResponse DescribeFleetLocationAttributes(DescribeFleetLocationAttributesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetLocationAttributesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetLocationAttributesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetLocationAttributes service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetLocationAttributes service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeFleetLocationAttributes Operation
public virtual Task DescribeFleetLocationAttributesAsync(DescribeFleetLocationAttributesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetLocationAttributesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetLocationAttributesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetLocationCapacity
internal virtual DescribeFleetLocationCapacityResponse DescribeFleetLocationCapacity(DescribeFleetLocationCapacityRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetLocationCapacityRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetLocationCapacityResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetLocationCapacity service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetLocationCapacity service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeFleetLocationCapacity Operation
public virtual Task DescribeFleetLocationCapacityAsync(DescribeFleetLocationCapacityRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetLocationCapacityRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetLocationCapacityResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetLocationUtilization
internal virtual DescribeFleetLocationUtilizationResponse DescribeFleetLocationUtilization(DescribeFleetLocationUtilizationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetLocationUtilizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetLocationUtilizationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetLocationUtilization service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetLocationUtilization service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeFleetLocationUtilization Operation
public virtual Task DescribeFleetLocationUtilizationAsync(DescribeFleetLocationUtilizationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetLocationUtilizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetLocationUtilizationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetPortSettings
internal virtual DescribeFleetPortSettingsResponse DescribeFleetPortSettings(DescribeFleetPortSettingsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetPortSettingsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetPortSettingsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetPortSettings service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeFleetPortSettings Operation
public virtual Task DescribeFleetPortSettingsAsync(string fleetId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new DescribeFleetPortSettingsRequest();
request.FleetId = fleetId;
return DescribeFleetPortSettingsAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetPortSettings service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetPortSettings service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeFleetPortSettings Operation
public virtual Task DescribeFleetPortSettingsAsync(DescribeFleetPortSettingsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetPortSettingsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetPortSettingsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeFleetUtilization
internal virtual DescribeFleetUtilizationResponse DescribeFleetUtilization(DescribeFleetUtilizationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetUtilizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetUtilizationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeFleetUtilization service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeFleetUtilization service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeFleetUtilization Operation
public virtual Task DescribeFleetUtilizationAsync(DescribeFleetUtilizationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeFleetUtilizationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeFleetUtilizationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameServer
internal virtual DescribeGameServerResponse DescribeGameServer(DescribeGameServerRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameServerResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeGameServer service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameServer service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeGameServer Operation
public virtual Task DescribeGameServerAsync(DescribeGameServerRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameServerResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameServerGroup
internal virtual DescribeGameServerGroupResponse DescribeGameServerGroup(DescribeGameServerGroupRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameServerGroupResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeGameServerGroup service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameServerGroup service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeGameServerGroup Operation
public virtual Task DescribeGameServerGroupAsync(DescribeGameServerGroupRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameServerGroupResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameServerInstances
internal virtual DescribeGameServerInstancesResponse DescribeGameServerInstances(DescribeGameServerInstancesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameServerInstancesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameServerInstancesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeGameServerInstances service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameServerInstances service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeGameServerInstances Operation
public virtual Task DescribeGameServerInstancesAsync(DescribeGameServerInstancesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameServerInstancesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameServerInstancesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameSessionDetails
internal virtual DescribeGameSessionDetailsResponse DescribeGameSessionDetails(DescribeGameSessionDetailsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionDetailsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionDetailsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Find
/// a game session
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the DescribeGameSessionDetails service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameSessionDetails service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeGameSessionDetails Operation
public virtual Task DescribeGameSessionDetailsAsync(DescribeGameSessionDetailsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionDetailsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionDetailsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameSessionPlacement
internal virtual DescribeGameSessionPlacementResponse DescribeGameSessionPlacement(DescribeGameSessionPlacementRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionPlacementRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionPlacementResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
///
/// Container for the necessary parameters to execute the DescribeGameSessionPlacement service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameSessionPlacement service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeGameSessionPlacement Operation
public virtual Task DescribeGameSessionPlacementAsync(DescribeGameSessionPlacementRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionPlacementRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionPlacementResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameSessionQueues
internal virtual DescribeGameSessionQueuesResponse DescribeGameSessionQueues(DescribeGameSessionQueuesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionQueuesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionQueuesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeGameSessionQueues service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameSessionQueues service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeGameSessionQueues Operation
public virtual Task DescribeGameSessionQueuesAsync(DescribeGameSessionQueuesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionQueuesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionQueuesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeGameSessions
internal virtual DescribeGameSessionsResponse DescribeGameSessions(DescribeGameSessionsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Find
/// a game session
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the DescribeGameSessions service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeGameSessions service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeGameSessions Operation
public virtual Task DescribeGameSessionsAsync(DescribeGameSessionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeGameSessionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeGameSessionsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeInstances
internal virtual DescribeInstancesResponse DescribeInstances(DescribeInstancesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeInstancesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeInstancesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Debug
/// Fleet Issues
///
///
///
/// Related actions
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the DescribeInstances service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeInstances service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeInstances Operation
public virtual Task DescribeInstancesAsync(DescribeInstancesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeInstancesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeInstancesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeMatchmaking
internal virtual DescribeMatchmakingResponse DescribeMatchmaking(DescribeMatchmakingRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeMatchmakingRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeMatchmakingResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeMatchmaking service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeMatchmaking service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeMatchmaking Operation
public virtual Task DescribeMatchmakingAsync(DescribeMatchmakingRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeMatchmakingRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeMatchmakingResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeMatchmakingConfigurations
internal virtual DescribeMatchmakingConfigurationsResponse DescribeMatchmakingConfigurations(DescribeMatchmakingConfigurationsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeMatchmakingConfigurationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeMatchmakingConfigurationsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeMatchmakingConfigurations service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeMatchmakingConfigurations service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeMatchmakingConfigurations Operation
public virtual Task DescribeMatchmakingConfigurationsAsync(DescribeMatchmakingConfigurationsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeMatchmakingConfigurationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeMatchmakingConfigurationsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeMatchmakingRuleSets
internal virtual DescribeMatchmakingRuleSetsResponse DescribeMatchmakingRuleSets(DescribeMatchmakingRuleSetsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeMatchmakingRuleSetsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeMatchmakingRuleSetsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Container for the necessary parameters to execute the DescribeMatchmakingRuleSets service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeMatchmakingRuleSets service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeMatchmakingRuleSets Operation
public virtual Task DescribeMatchmakingRuleSetsAsync(DescribeMatchmakingRuleSetsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeMatchmakingRuleSetsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeMatchmakingRuleSetsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribePlayerSessions
internal virtual DescribePlayerSessionsResponse DescribePlayerSessions(DescribePlayerSessionsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribePlayerSessionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribePlayerSessionsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribePlayerSessions service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribePlayerSessions service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribePlayerSessions Operation
public virtual Task DescribePlayerSessionsAsync(DescribePlayerSessionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribePlayerSessionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribePlayerSessionsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeRuntimeConfiguration
internal virtual DescribeRuntimeConfigurationResponse DescribeRuntimeConfiguration(DescribeRuntimeConfigurationRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeRuntimeConfigurationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeRuntimeConfigurationResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeRuntimeConfiguration service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeRuntimeConfiguration service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeRuntimeConfiguration Operation
public virtual Task DescribeRuntimeConfigurationAsync(DescribeRuntimeConfigurationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeRuntimeConfigurationRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeRuntimeConfigurationResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeScalingPolicies
internal virtual DescribeScalingPoliciesResponse DescribeScalingPolicies(DescribeScalingPoliciesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeScalingPoliciesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeScalingPoliciesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
///
/// Container for the necessary parameters to execute the DescribeScalingPolicies service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeScalingPolicies service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
///
/// The requested operation is not supported in the Region specified.
///
/// REST API Reference for DescribeScalingPolicies Operation
public virtual Task DescribeScalingPoliciesAsync(DescribeScalingPoliciesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeScalingPoliciesRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeScalingPoliciesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeScript
internal virtual DescribeScriptResponse DescribeScript(DescribeScriptRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeScriptRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeScriptResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeScript service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeScript service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeScript Operation
public virtual Task DescribeScriptAsync(DescribeScriptRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeScriptRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeScriptResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeVpcPeeringAuthorizations
internal virtual DescribeVpcPeeringAuthorizationsResponse DescribeVpcPeeringAuthorizations(DescribeVpcPeeringAuthorizationsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeVpcPeeringAuthorizationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeVpcPeeringAuthorizationsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeVpcPeeringAuthorizations service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeVpcPeeringAuthorizations service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeVpcPeeringAuthorizations Operation
public virtual Task DescribeVpcPeeringAuthorizationsAsync(DescribeVpcPeeringAuthorizationsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeVpcPeeringAuthorizationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeVpcPeeringAuthorizationsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region DescribeVpcPeeringConnections
internal virtual DescribeVpcPeeringConnectionsResponse DescribeVpcPeeringConnections(DescribeVpcPeeringConnectionsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeVpcPeeringConnectionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeVpcPeeringConnectionsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the DescribeVpcPeeringConnections service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the DescribeVpcPeeringConnections service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for DescribeVpcPeeringConnections Operation
public virtual Task DescribeVpcPeeringConnectionsAsync(DescribeVpcPeeringConnectionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = DescribeVpcPeeringConnectionsRequestMarshaller.Instance;
options.ResponseUnmarshaller = DescribeVpcPeeringConnectionsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region GetComputeAccess
internal virtual GetComputeAccessResponse GetComputeAccess(GetComputeAccessRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = GetComputeAccessRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetComputeAccessResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Debug
/// Fleet Issues
///
///
/// Container for the necessary parameters to execute the GetComputeAccess service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the GetComputeAccess service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for GetComputeAccess Operation
public virtual Task GetComputeAccessAsync(GetComputeAccessRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = GetComputeAccessRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetComputeAccessResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region GetComputeAuthToken
internal virtual GetComputeAuthTokenResponse GetComputeAuthToken(GetComputeAuthTokenRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = GetComputeAuthTokenRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetComputeAuthTokenResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
/// Container for the necessary parameters to execute the GetComputeAuthToken service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the GetComputeAuthToken service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for GetComputeAuthToken Operation
public virtual Task GetComputeAuthTokenAsync(GetComputeAuthTokenRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = GetComputeAuthTokenRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetComputeAuthTokenResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region GetGameSessionLogUrl
internal virtual GetGameSessionLogUrlResponse GetGameSessionLogUrl(GetGameSessionLogUrlRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = GetGameSessionLogUrlRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetGameSessionLogUrlResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the game session to get logs for.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the GetGameSessionLogUrl service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for GetGameSessionLogUrl Operation
public virtual Task GetGameSessionLogUrlAsync(string gameSessionId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new GetGameSessionLogUrlRequest();
request.GameSessionId = gameSessionId;
return GetGameSessionLogUrlAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the GetGameSessionLogUrl service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the GetGameSessionLogUrl service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for GetGameSessionLogUrl Operation
public virtual Task GetGameSessionLogUrlAsync(GetGameSessionLogUrlRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = GetGameSessionLogUrlRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetGameSessionLogUrlResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region GetInstanceAccess
internal virtual GetInstanceAccessResponse GetInstanceAccess(GetInstanceAccessRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = GetInstanceAccessRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetInstanceAccessResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Debug
/// Fleet Issues
///
///
///
/// Related actions
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the GetInstanceAccess service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the GetInstanceAccess service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for GetInstanceAccess Operation
public virtual Task GetInstanceAccessAsync(GetInstanceAccessRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = GetInstanceAccessRequestMarshaller.Instance;
options.ResponseUnmarshaller = GetInstanceAccessResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListAliases
internal virtual ListAliasesResponse ListAliases(ListAliasesRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListAliasesRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListAliasesResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ListAliases service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListAliases service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListAliases Operation
public virtual Task ListAliasesAsync(ListAliasesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListAliasesRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListAliasesResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListBuilds
internal virtual ListBuildsResponse ListBuilds(ListBuildsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListBuildsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListBuildsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ListBuilds service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListBuilds service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListBuilds Operation
public virtual Task ListBuildsAsync(ListBuildsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListBuildsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListBuildsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListCompute
internal virtual ListComputeResponse ListCompute(ListComputeRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListComputeResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// Retrieves all compute resources registered to a fleet in your Amazon Web Services
/// account. You can filter the result set by location.
///
/// Container for the necessary parameters to execute the ListCompute service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListCompute service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListCompute Operation
public virtual Task ListComputeAsync(ListComputeRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListComputeResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListFleets
internal virtual ListFleetsResponse ListFleets(ListFleetsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListFleetsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListFleetsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ListFleets service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListFleets service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListFleets Operation
public virtual Task ListFleetsAsync(ListFleetsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListFleetsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListFleetsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListGameServerGroups
internal virtual ListGameServerGroupsResponse ListGameServerGroups(ListGameServerGroupsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListGameServerGroupsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListGameServerGroupsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// Lists a game server groups.
///
/// Container for the necessary parameters to execute the ListGameServerGroups service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListGameServerGroups service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListGameServerGroups Operation
public virtual Task ListGameServerGroupsAsync(ListGameServerGroupsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListGameServerGroupsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListGameServerGroupsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListGameServers
internal virtual ListGameServersResponse ListGameServers(ListGameServersRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListGameServersRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListGameServersResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ListGameServers service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListGameServers service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListGameServers Operation
public virtual Task ListGameServersAsync(ListGameServersRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListGameServersRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListGameServersResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListLocations
internal virtual ListLocationsResponse ListLocations(ListLocationsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListLocationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListLocationsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// Lists all custom and Amazon Web Services locations.
///
/// Container for the necessary parameters to execute the ListLocations service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListLocations service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListLocations Operation
public virtual Task ListLocationsAsync(ListLocationsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListLocationsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListLocationsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListScripts
internal virtual ListScriptsResponse ListScripts(ListScriptsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListScriptsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListScriptsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ListScripts service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListScripts service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ListScripts Operation
public virtual Task ListScriptsAsync(ListScriptsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListScriptsRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListScriptsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ListTagsForResource
internal virtual ListTagsForResourceResponse ListTagsForResource(ListTagsForResourceRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ListTagsForResourceRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListTagsForResourceResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the ListTagsForResource service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ListTagsForResource service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The requested tagging operation did not succeed. This may be due to invalid tag format
/// or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
///
/// REST API Reference for ListTagsForResource Operation
public virtual Task ListTagsForResourceAsync(ListTagsForResourceRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ListTagsForResourceRequestMarshaller.Instance;
options.ResponseUnmarshaller = ListTagsForResourceResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region PutScalingPolicy
internal virtual PutScalingPolicyResponse PutScalingPolicy(PutScalingPolicyRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = PutScalingPolicyRequestMarshaller.Instance;
options.ResponseUnmarshaller = PutScalingPolicyResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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.
///
///
/// Container for the necessary parameters to execute the PutScalingPolicy service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the PutScalingPolicy service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for PutScalingPolicy Operation
public virtual Task PutScalingPolicyAsync(PutScalingPolicyRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = PutScalingPolicyRequestMarshaller.Instance;
options.ResponseUnmarshaller = PutScalingPolicyResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region RegisterCompute
internal virtual RegisterComputeResponse RegisterCompute(RegisterComputeRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = RegisterComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = RegisterComputeResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
///
/// Container for the necessary parameters to execute the RegisterCompute service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the RegisterCompute service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for RegisterCompute Operation
public virtual Task RegisterComputeAsync(RegisterComputeRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = RegisterComputeRequestMarshaller.Instance;
options.ResponseUnmarshaller = RegisterComputeResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region RegisterGameServer
internal virtual RegisterGameServerResponse RegisterGameServer(RegisterGameServerRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = RegisterGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = RegisterGameServerResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the RegisterGameServer service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the RegisterGameServer service method, as returned by GameLift.
///
/// The requested operation would cause a conflict with the current state of a service
/// resource associated with the request. Resolve the conflict before retrying this request.
///
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// The requested operation would cause the resource to exceed the allowed service limit.
/// Resolve the issue before retrying.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for RegisterGameServer Operation
public virtual Task RegisterGameServerAsync(RegisterGameServerRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = RegisterGameServerRequestMarshaller.Instance;
options.ResponseUnmarshaller = RegisterGameServerResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region RequestUploadCredentials
internal virtual RequestUploadCredentialsResponse RequestUploadCredentials(RequestUploadCredentialsRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = RequestUploadCredentialsRequestMarshaller.Instance;
options.ResponseUnmarshaller = RequestUploadCredentialsResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// 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
///
///
/// A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the RequestUploadCredentials service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for RequestUploadCredentials Operation
public virtual Task RequestUploadCredentialsAsync(string buildId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new RequestUploadCredentialsRequest();
request.BuildId = buildId;
return RequestUploadCredentialsAsync(request, cancellationToken);
}
///
/// 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
///
///
/// Container for the necessary parameters to execute the RequestUploadCredentials service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the RequestUploadCredentials service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for RequestUploadCredentials Operation
public virtual Task RequestUploadCredentialsAsync(RequestUploadCredentialsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = RequestUploadCredentialsRequestMarshaller.Instance;
options.ResponseUnmarshaller = RequestUploadCredentialsResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ResolveAlias
internal virtual ResolveAliasResponse ResolveAlias(ResolveAliasRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ResolveAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = ResolveAliasResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
/// Retrieves the fleet ID that an alias is currently pointing to.
///
///
///
/// Related actions
///
///
///
/// All
/// APIs by task
///
///
/// The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ResolveAlias service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ResolveAlias Operation
public virtual Task ResolveAliasAsync(string aliasId, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var request = new ResolveAliasRequest();
request.AliasId = aliasId;
return ResolveAliasAsync(request, cancellationToken);
}
///
/// Retrieves the fleet ID that an alias is currently pointing to.
///
///
///
/// Related actions
///
///
///
/// All
/// APIs by task
///
///
/// Container for the necessary parameters to execute the ResolveAlias service method.
///
/// A cancellation token that can be used by other objects or threads to receive notice of cancellation.
///
///
/// The response from the ResolveAlias service method, as returned by GameLift.
///
/// The service encountered an unrecoverable internal failure while processing the request.
/// Clients can retry such requests immediately or after a waiting period.
///
///
/// One or more parameter values in the request are invalid. Correct the invalid parameter
/// values before retrying.
///
///
/// THe requested resources was not found. The resource was either not created yet or
/// deleted.
///
///
/// The service is unable to resolve the routing for a particular alias because it has
/// a terminal RoutingStrategy
associated with it. The message returned in
/// this exception is the message defined in the routing strategy itself. Such requests
/// should only be retried if the routing strategy for the specified alias is modified.
///
///
/// The client failed authentication. Clients should not retry such requests.
///
/// REST API Reference for ResolveAlias Operation
public virtual Task ResolveAliasAsync(ResolveAliasRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
{
var options = new InvokeOptions();
options.RequestMarshaller = ResolveAliasRequestMarshaller.Instance;
options.ResponseUnmarshaller = ResolveAliasResponseUnmarshaller.Instance;
return InvokeAsync(request, options, cancellationToken);
}
#endregion
#region ResumeGameServerGroup
internal virtual ResumeGameServerGroupResponse ResumeGameServerGroup(ResumeGameServerGroupRequest request)
{
var options = new InvokeOptions();
options.RequestMarshaller = ResumeGameServerGroupRequestMarshaller.Instance;
options.ResponseUnmarshaller = ResumeGameServerGroupResponseUnmarshaller.Instance;
return Invoke(request, options);
}
///
///