/* * 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. /// /// /// /// 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); } /// /// This operation is used with the Amazon GameLift FleetIQ solution and game server /// groups. /// /// /// /// Reinstates activity on a game server group after it has been suspended. A game server /// group might be suspended by the SuspendGameServerGroup /// operation, or it might be suspended involuntarily due to a configuration problem. /// In the second case, you can manually resume activity on the group once the configuration /// problem has been resolved. Refer to the game server group status and status reason /// for more information on why group activity is suspended. /// /// /// /// To resume activity, specify a game server group ARN and the type of activity to be /// resumed. If successful, a GameServerGroup object is returned showing /// that the resumed activity is no longer listed in SuspendedActions. /// /// /// /// Learn more /// /// /// /// Amazon /// GameLift FleetIQ Guide /// /// /// Container for the necessary parameters to execute the ResumeGameServerGroup service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the ResumeGameServerGroup 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 ResumeGameServerGroup Operation public virtual Task ResumeGameServerGroupAsync(ResumeGameServerGroupRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = ResumeGameServerGroupRequestMarshaller.Instance; options.ResponseUnmarshaller = ResumeGameServerGroupResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region SearchGameSessions internal virtual SearchGameSessionsResponse SearchGameSessions(SearchGameSessionsRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = SearchGameSessionsRequestMarshaller.Instance; options.ResponseUnmarshaller = SearchGameSessionsResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Retrieves all active game sessions that match a set of search criteria and sorts them /// into a specified order. /// /// /// /// This operation is not designed to be continually called to track game session status. /// This practice can cause you to exceed your API limit, which results in errors. Instead, /// you must configure configure an Amazon Simple Notification Service (SNS) topic to /// receive notifications from FlexMatch or queues. Continuously polling game session /// status with DescribeGameSessions should only be used for games in development /// with low game session usage. /// /// /// /// When searching for game sessions, you specify exactly where you want to search and /// provide a search filter expression, a sort expression, or both. A search request can /// search only one fleet, but it can search all of a fleet's locations. /// /// /// /// This operation can be used in the following ways: /// ///
  • /// /// To search all game sessions that are currently running on all locations in a fleet, /// provide a fleet or alias ID. This approach returns game sessions in the fleet's home /// Region and all remote locations that fit the search criteria. /// ///
  • /// /// To search all game sessions that are currently running on a specific fleet location, /// provide a fleet or alias ID and a location name. For location, you can specify a fleet's /// home Region or any remote location. /// ///
/// /// Use the pagination parameters to retrieve results as a set of sequential pages. /// /// /// /// If successful, a GameSession object is returned for each game session /// that matches the request. Search finds game sessions that are in ACTIVE /// status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions /// . /// /// /// /// You can search or sort by the following game session attributes: /// ///
  • /// /// gameSessionId -- A unique identifier for the game session. You can use either /// a GameSessionId or GameSessionArn value. /// ///
  • /// /// gameSessionName -- Name assigned to a game session. Game session names do /// not need to be unique to a game session. /// ///
  • /// /// gameSessionProperties -- Custom data defined in a game session's GameProperty /// parameter. GameProperty values are stored as key:value pairs; the filter /// expression must indicate the key and a string to search the data values for. For example, /// to search for game sessions with custom data containing the key:value pair "gameMode:brawl", /// specify the following: gameSessionProperties.gameMode = "brawl". All /// custom data values are searched as strings. /// ///
  • /// /// maximumSessions -- Maximum number of player sessions allowed for a game session. /// ///
  • /// /// creationTimeMillis -- Value indicating when a game session was created. It /// is expressed in Unix time as milliseconds. /// ///
  • /// /// playerSessionCount -- Number of players currently connected to a game session. /// This value changes rapidly as players join the session or drop out. /// ///
  • /// /// hasAvailablePlayerSessions -- Boolean value indicating whether a game session /// has reached its maximum number of players. It is highly recommended that all search /// requests include this filter attribute to optimize search performance and return only /// sessions that players can join. /// ///
/// /// Returned values for playerSessionCount and hasAvailablePlayerSessions /// change quickly as players join sessions and others drop out. Results should be considered /// a snapshot in time. Be sure to refresh search results often, and handle sessions that /// fill up before a player can join. /// /// /// /// All /// APIs by task /// ///
/// Container for the necessary parameters to execute the SearchGameSessions service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the SearchGameSessions 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 SearchGameSessions Operation public virtual Task SearchGameSessionsAsync(SearchGameSessionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = SearchGameSessionsRequestMarshaller.Instance; options.ResponseUnmarshaller = SearchGameSessionsResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StartFleetActions internal virtual StartFleetActionsResponse StartFleetActions(StartFleetActionsRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StartFleetActionsRequestMarshaller.Instance; options.ResponseUnmarshaller = StartFleetActionsResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. /// For multi-location fleets, fleet actions are managed separately for each location. /// Currently, this operation is used to restart a fleet's auto-scaling activity. /// /// /// /// This operation can be used in the following ways: /// ///
  • /// /// To restart actions on instances in the fleet's home Region, provide a fleet ID and /// the type of actions to resume. /// ///
  • /// /// To restart actions on instances in one of the fleet's remote locations, provide a /// fleet ID, a location name, and the type of actions to resume. /// ///
/// /// If successful, Amazon GameLift once again initiates scaling events as triggered by /// the fleet's scaling policies. If actions on the fleet location were never stopped, /// this operation will have no effect. /// /// /// /// Learn more /// /// /// /// Setting /// up Amazon GameLift fleets /// ///
/// Container for the necessary parameters to execute the StartFleetActions service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StartFleetActions 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 StartFleetActions Operation public virtual Task StartFleetActionsAsync(StartFleetActionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StartFleetActionsRequestMarshaller.Instance; options.ResponseUnmarshaller = StartFleetActionsResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StartGameSessionPlacement internal virtual StartGameSessionPlacementResponse StartGameSessionPlacement(StartGameSessionPlacementRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StartGameSessionPlacementRequestMarshaller.Instance; options.ResponseUnmarshaller = StartGameSessionPlacementResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Places a request for a new game session in a queue. When processing a placement request, /// Amazon GameLift searches for available resources on the queue's destinations, scanning /// each until it finds resources or the placement request times out. /// /// /// /// A game session placement request can also request player sessions. When a new game /// session is successfully created, Amazon GameLift creates a player session for each /// player included in the request. /// /// /// /// When placing a game session, by default Amazon GameLift tries each fleet in the order /// they are listed in the queue configuration. Ideally, a queue's destinations are listed /// in preference order. /// /// /// /// Alternatively, when requesting a game session with players, you can also provide latency /// data for each player in relevant Regions. Latency data indicates the performance lag /// a player experiences when connected to a fleet in the Region. Amazon GameLift uses /// latency data to reorder the list of destinations to place the game session in a Region /// with minimal lag. If latency data is provided for multiple players, Amazon GameLift /// calculates each Region's average lag for all players and reorders to get the best /// game play across all players. /// /// /// /// To place a new game session request, specify the following: /// ///
  • /// /// The queue name and a set of game session properties and settings /// ///
  • /// /// A unique ID (such as a UUID) for the placement. You use this ID to track the status /// of the placement request /// ///
  • /// /// (Optional) A set of player data and a unique player ID for each player that you are /// joining to the new game session (player data is optional, but if you include it, you /// must also provide a unique ID for each player) /// ///
  • /// /// Latency data for all players (if you want to optimize game play for the players) /// ///
/// /// If successful, a new game session placement is created. /// /// /// /// To track the status of a placement request, call DescribeGameSessionPlacement /// and check the request's status. If the status is FULFILLED, a new game /// session has been created and a game session ARN and Region are referenced. If the /// placement request times out, you can resubmit the request or retry it with a different /// queue. /// ///
/// Container for the necessary parameters to execute the StartGameSessionPlacement service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StartGameSessionPlacement 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 StartGameSessionPlacement Operation public virtual Task StartGameSessionPlacementAsync(StartGameSessionPlacementRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StartGameSessionPlacementRequestMarshaller.Instance; options.ResponseUnmarshaller = StartGameSessionPlacementResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StartMatchBackfill internal virtual StartMatchBackfillResponse StartMatchBackfill(StartMatchBackfillRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StartMatchBackfillRequestMarshaller.Instance; options.ResponseUnmarshaller = StartMatchBackfillResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Finds new players to fill open slots in currently running game sessions. The backfill /// match process is essentially identical to the process of forming new matches. Backfill /// requests use the same matchmaker that was used to make the original match, and they /// provide matchmaking data for all players currently in the game session. FlexMatch /// uses this information to select new players so that backfilled match continues to /// meet the original match requirements. /// /// /// /// When using FlexMatch with Amazon GameLift managed hosting, you can request a backfill /// match from a client service by calling this operation with a GameSessions /// ID. You also have the option of making backfill requests directly from your game server. /// In response to a request, FlexMatch creates player sessions for the new players, updates /// the GameSession resource, and sends updated matchmaking data to the game /// server. You can request a backfill match at any point after a game session is started. /// Each game session can have only one active backfill request at a time; a subsequent /// request automatically replaces the earlier request. /// /// /// /// When using FlexMatch as a standalone component, request a backfill match by calling /// this operation without a game session identifier. As with newly formed matches, matchmaking /// results are returned in a matchmaking event so that your game can update the game /// session that is being backfilled. /// /// /// /// To request a backfill match, specify a unique ticket ID, the original matchmaking /// configuration, and matchmaking data for all current players in the game session being /// backfilled. Optionally, specify the GameSession ARN. If successful, a /// match backfill ticket is created and returned with status set to QUEUED. Track the /// status of backfill tickets using the same method for tracking tickets for new matches. /// /// /// /// Only game sessions created by FlexMatch are supported for match backfill. /// /// /// /// Learn more /// /// /// /// /// Backfill existing games with FlexMatch /// /// /// /// /// Matchmaking events (reference) /// /// /// /// /// How Amazon GameLift FlexMatch works /// /// /// Container for the necessary parameters to execute the StartMatchBackfill service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StartMatchBackfill 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 StartMatchBackfill Operation public virtual Task StartMatchBackfillAsync(StartMatchBackfillRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StartMatchBackfillRequestMarshaller.Instance; options.ResponseUnmarshaller = StartMatchBackfillResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StartMatchmaking internal virtual StartMatchmakingResponse StartMatchmaking(StartMatchmakingRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StartMatchmakingRequestMarshaller.Instance; options.ResponseUnmarshaller = StartMatchmakingResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Uses FlexMatch to create a game match for a group of players based on custom matchmaking /// rules. With games that use Amazon GameLift managed hosting, this operation also triggers /// Amazon GameLift to find hosting resources and start a new game session for the new /// match. Each matchmaking request includes information on one or more players and specifies /// the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch /// attempts to build a match that includes all players in the request, placing them in /// the same team and finding additional players as needed to fill the match. /// /// /// /// To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, /// and include the players to be matched. You must also include any player attributes /// that are required by the matchmaking configuration's rule set. If successful, a matchmaking /// ticket is returned with status set to QUEUED. /// /// /// /// Track matchmaking events to respond as needed and acquire game session connection /// information for successfully completed matches. Ticket status updates are tracked /// using event notification through Amazon Simple Notification Service, which is defined /// in the matchmaking configuration. /// /// /// /// Learn more /// /// /// /// /// Add FlexMatch to a game client /// /// /// /// /// Set Up FlexMatch event notification /// /// /// /// /// How Amazon GameLift FlexMatch works /// /// /// Container for the necessary parameters to execute the StartMatchmaking service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StartMatchmaking 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 StartMatchmaking Operation public virtual Task StartMatchmakingAsync(StartMatchmakingRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StartMatchmakingRequestMarshaller.Instance; options.ResponseUnmarshaller = StartMatchmakingResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StopFleetActions internal virtual StopFleetActionsResponse StopFleetActions(StopFleetActionsRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StopFleetActionsRequestMarshaller.Instance; options.ResponseUnmarshaller = StopFleetActionsResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Suspends certain types of activity in a fleet location. Currently, this operation /// is used to stop auto-scaling activity. For multi-location fleets, fleet actions are /// managed separately for each location. /// /// /// /// Stopping fleet actions has several potential purposes. It allows you to temporarily /// stop auto-scaling activity but retain your scaling policies for use in the future. /// For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out /// of it for certain locations. /// /// /// /// This operation can be used in the following ways: /// ///
  • /// /// To stop actions on instances in the fleet's home Region, provide a fleet ID and the /// type of actions to suspend. /// ///
  • /// /// To stop actions on instances in one of the fleet's remote locations, provide a fleet /// ID, a location name, and the type of actions to suspend. /// ///
/// /// If successful, Amazon GameLift no longer initiates scaling events except in response /// to manual changes using UpdateFleetCapacity. /// /// /// /// Learn more /// /// /// /// Setting /// up Amazon GameLift Fleets /// ///
/// Container for the necessary parameters to execute the StopFleetActions service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StopFleetActions 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 StopFleetActions Operation public virtual Task StopFleetActionsAsync(StopFleetActionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StopFleetActionsRequestMarshaller.Instance; options.ResponseUnmarshaller = StopFleetActionsResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StopGameSessionPlacement internal virtual StopGameSessionPlacementResponse StopGameSessionPlacement(StopGameSessionPlacementRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StopGameSessionPlacementRequestMarshaller.Instance; options.ResponseUnmarshaller = StopGameSessionPlacementResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Cancels a game session placement that is in PENDING status. To stop a /// placement, provide the placement ID values. If successful, the placement is moved /// to CANCELLED status. /// /// Container for the necessary parameters to execute the StopGameSessionPlacement service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StopGameSessionPlacement 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 StopGameSessionPlacement Operation public virtual Task StopGameSessionPlacementAsync(StopGameSessionPlacementRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StopGameSessionPlacementRequestMarshaller.Instance; options.ResponseUnmarshaller = StopGameSessionPlacementResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region StopMatchmaking internal virtual StopMatchmakingResponse StopMatchmaking(StopMatchmakingRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = StopMatchmakingRequestMarshaller.Instance; options.ResponseUnmarshaller = StopMatchmakingResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Cancels a matchmaking ticket or match backfill ticket that is currently being processed. /// To stop the matchmaking operation, specify the ticket ID. If successful, work on the /// ticket is stopped, and the ticket status is changed to CANCELLED. /// /// /// /// This call is also used to turn off automatic backfill for an individual game session. /// This is for game sessions that are created with a matchmaking configuration that has /// automatic backfill enabled. The ticket ID is included in the MatchmakerData /// of an updated game session object, which is provided to the game server. /// /// /// /// If the operation is successful, the service sends back an empty JSON struct with the /// HTTP 200 response (not an empty HTTP body). /// /// /// /// Learn more /// /// /// /// /// Add FlexMatch to a game client /// /// /// Container for the necessary parameters to execute the StopMatchmaking service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the StopMatchmaking 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 StopMatchmaking Operation public virtual Task StopMatchmakingAsync(StopMatchmakingRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = StopMatchmakingRequestMarshaller.Instance; options.ResponseUnmarshaller = StopMatchmakingResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region SuspendGameServerGroup internal virtual SuspendGameServerGroupResponse SuspendGameServerGroup(SuspendGameServerGroupRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = SuspendGameServerGroupRequestMarshaller.Instance; options.ResponseUnmarshaller = SuspendGameServerGroupResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// This operation is used with the Amazon GameLift FleetIQ solution and game server /// groups. /// /// /// /// Temporarily stops activity on a game server group without terminating instances or /// the game server group. You can restart activity by calling ResumeGameServerGroup. /// You can suspend the following activity: /// ///
  • /// /// Instance type replacement - This activity evaluates the current game hosting /// viability of all Spot instance types that are defined for the game server group. It /// updates the Auto Scaling group to remove nonviable Spot Instance types, which have /// a higher chance of game server interruptions. It then balances capacity across the /// remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling /// group continues with its current balance, regardless of viability. Instance protection, /// utilization metrics, and capacity scaling activities continue to be active. /// ///
/// /// To suspend activity, specify a game server group ARN and the type of activity to be /// suspended. If successful, a GameServerGroup object is returned showing /// that the activity is listed in SuspendedActions. /// /// /// /// Learn more /// /// /// /// Amazon /// GameLift FleetIQ Guide /// ///
/// Container for the necessary parameters to execute the SuspendGameServerGroup service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the SuspendGameServerGroup 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 SuspendGameServerGroup Operation public virtual Task SuspendGameServerGroupAsync(SuspendGameServerGroupRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = SuspendGameServerGroupRequestMarshaller.Instance; options.ResponseUnmarshaller = SuspendGameServerGroupResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region TagResource internal virtual TagResourceResponse TagResource(TagResourceRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = TagResourceRequestMarshaller.Instance; options.ResponseUnmarshaller = TagResourceResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Assigns a tag to an Amazon GameLift resource. You can use tags to organize resources, /// create IAM permissions policies to manage access to groups of resources, customize /// Amazon Web Services cost breakdowns, and more. This operation handles the permissions /// necessary to manage tags for Amazon GameLift resources that support tagging. /// /// /// /// To add a tag to a resource, specify the unique ARN value for the resource and provide /// a tag list containing one or more tags. The operation succeeds even if the list includes /// tags that are already assigned to the resource. /// /// /// /// Learn more /// /// /// /// Tagging /// Amazon Web Services Resources in the Amazon Web Services General Reference /// /// /// /// /// /// Amazon Web Services Tagging Strategies /// /// /// /// Related actions /// /// /// /// All /// APIs by task /// /// /// Container for the necessary parameters to execute the TagResource service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the TagResource 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 TagResource Operation public virtual Task TagResourceAsync(TagResourceRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = TagResourceRequestMarshaller.Instance; options.ResponseUnmarshaller = TagResourceResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UntagResource internal virtual UntagResourceResponse UntagResource(UntagResourceRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UntagResourceRequestMarshaller.Instance; options.ResponseUnmarshaller = UntagResourceResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Removes a tag assigned to a Amazon GameLift resource. You can use resource tags to /// organize Amazon Web Services resources for a range of purposes. This operation handles /// the permissions necessary to manage tags for Amazon GameLift resources that support /// tagging. /// /// /// /// To remove a tag from a resource, specify the unique ARN value for the resource and /// provide a string list containing one or more tags to remove. This operation succeeds /// even if the list includes tags that aren't assigned to the resource. /// /// /// /// Learn more /// /// /// /// Tagging /// Amazon Web Services Resources in the Amazon Web Services General Reference /// /// /// /// /// /// Amazon Web Services Tagging Strategies /// /// /// /// Related actions /// /// /// /// All /// APIs by task /// /// /// Container for the necessary parameters to execute the UntagResource service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UntagResource 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 UntagResource Operation public virtual Task UntagResourceAsync(UntagResourceRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UntagResourceRequestMarshaller.Instance; options.ResponseUnmarshaller = UntagResourceResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateAlias internal virtual UpdateAliasResponse UpdateAlias(UpdateAliasRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateAliasRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateAliasResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates properties for an alias. To update properties, specify the alias ID to be /// updated and provide the information to be changed. To reassign an alias to another /// fleet, provide an updated routing strategy. If successful, the updated alias record /// is returned. /// /// /// /// Related actions /// /// /// /// All /// APIs by task /// /// /// Container for the necessary parameters to execute the UpdateAlias service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateAlias 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 UpdateAlias Operation public virtual Task UpdateAliasAsync(UpdateAliasRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateAliasRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateAliasResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateBuild internal virtual UpdateBuildResponse UpdateBuild(UpdateBuildRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateBuildRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateBuildResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates metadata in a build resource, including the build name and version. To update /// the metadata, specify the build ID to update and provide the new values. If successful, /// a build object containing the updated metadata is returned. /// /// /// /// Learn more /// /// /// /// /// Upload a Custom Server Build /// /// /// /// All /// APIs by task /// /// /// Container for the necessary parameters to execute the UpdateBuild service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateBuild 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 UpdateBuild Operation public virtual Task UpdateBuildAsync(UpdateBuildRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateBuildRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateBuildResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateFleetAttributes internal virtual UpdateFleetAttributesResponse UpdateFleetAttributes(UpdateFleetAttributesRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateFleetAttributesRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateFleetAttributesResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates a fleet's mutable attributes, including game session protection and resource /// creation limits. /// /// /// /// To update fleet attributes, specify the fleet ID and the property values that you /// want to change. /// /// /// /// If successful, an updated FleetAttributes object is returned. /// /// /// /// Learn more /// /// /// /// Setting /// up Amazon GameLift fleets /// /// /// Container for the necessary parameters to execute the UpdateFleetAttributes service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateFleetAttributes 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. /// /// REST API Reference for UpdateFleetAttributes Operation public virtual Task UpdateFleetAttributesAsync(UpdateFleetAttributesRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateFleetAttributesRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateFleetAttributesResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateFleetCapacity internal virtual UpdateFleetCapacityResponse UpdateFleetCapacity(UpdateFleetCapacityRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateFleetCapacityRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateFleetCapacityResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates capacity settings for a fleet. For fleets with multiple locations, use this /// operation to manage capacity settings in each location individually. Fleet capacity /// determines the number of game sessions and players that can be hosted based on the /// fleet configuration. Use this operation to set the following fleet capacity properties: /// /// ///
  • /// /// Minimum/maximum size: Set hard limits on fleet capacity. Amazon GameLift cannot set /// the fleet's capacity to a value outside of this range, whether the capacity is changed /// manually or through automatic scaling. /// ///
  • /// /// Desired capacity: Manually set the number of Amazon EC2 instances to be maintained /// in a fleet location. Before changing a fleet's desired capacity, you may want to call /// DescribeEC2InstanceLimits /// to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, /// consider using automatic scaling to adjust capacity based on player demand. /// ///
/// /// This operation can be used in the following ways: /// ///
  • /// /// To update capacity for a fleet's home Region, or if the fleet has no remote locations, /// omit the Location parameter. The fleet must be in ACTIVE /// status. /// ///
  • /// /// To update capacity for a fleet's remote location, include the Location /// parameter set to the location to be updated. The location must be in ACTIVE /// status. /// ///
/// /// If successful, capacity settings are updated immediately. In response a change in /// desired capacity, Amazon GameLift initiates steps to start new instances or terminate /// existing instances in the requested fleet location. This continues until the location's /// active instance count matches the new desired instance count. You can track a fleet's /// current capacity by calling DescribeFleetCapacity /// or DescribeFleetLocationCapacity. /// If the requested desired instance count is higher than the instance type's limit, /// the LimitExceeded exception occurs. /// /// /// /// Learn more /// /// /// /// Scaling /// fleet capacity /// ///
/// Container for the necessary parameters to execute the UpdateFleetCapacity service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateFleetCapacity 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 UpdateFleetCapacity Operation public virtual Task UpdateFleetCapacityAsync(UpdateFleetCapacityRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateFleetCapacityRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateFleetCapacityResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateFleetPortSettings internal virtual UpdateFleetPortSettingsResponse UpdateFleetPortSettings(UpdateFleetPortSettingsRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateFleetPortSettingsRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateFleetPortSettingsResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates permissions that allow inbound traffic to connect to game sessions that are /// being hosted on instances in the fleet. /// /// /// /// To update settings, specify the fleet ID to be updated and specify the changes to /// be made. List the permissions you want to add in InboundPermissionAuthorizations, /// and permissions you want to remove in InboundPermissionRevocations. Permissions /// to be removed must match existing fleet permissions. /// /// /// /// If successful, the fleet ID for the updated fleet is returned. For fleets with remote /// locations, port setting updates can take time to propagate across all locations. You /// can check the status of updates in each location by calling DescribeFleetPortSettings /// with a location name. /// /// /// /// Learn more /// /// /// /// Setting /// up Amazon GameLift fleets /// /// /// Container for the necessary parameters to execute the UpdateFleetPortSettings service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateFleetPortSettings 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. /// /// REST API Reference for UpdateFleetPortSettings Operation public virtual Task UpdateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateFleetPortSettingsRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateFleetPortSettingsResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateGameServer internal virtual UpdateGameServerResponse UpdateGameServer(UpdateGameServerRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameServerRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameServerResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// This operation is used with the Amazon GameLift FleetIQ solution and game server /// groups. /// /// /// /// Updates information about a registered game server to help Amazon GameLift FleetIQ /// to track game server availability. This operation is called by a game server process /// that is running on an instance in a game server group. /// /// /// /// Use this operation to update the following types of game server information. You can /// make all three types of updates in the same request: /// ///
  • /// /// To update the game server's utilization status, identify the game server and game /// server group and specify the current utilization status. Use this status to identify /// when game servers are currently hosting games and when they are available to be claimed. /// ///
  • /// /// To report health status, identify the game server and game server group and set health /// check to HEALTHY. If a game server does not report health status for /// a certain length of time, the game server is no longer considered healthy. As a result, /// it will be eventually deregistered from the game server group to avoid affecting utilization /// metrics. The best practice is to report health every 60 seconds. /// ///
  • /// /// To change game server metadata, provide updated game server data. /// ///
/// /// Once a game server is successfully updated, the relevant statuses and timestamps are /// updated. /// /// /// /// Learn more /// /// /// /// Amazon /// GameLift FleetIQ Guide /// ///
/// Container for the necessary parameters to execute the UpdateGameServer service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateGameServer 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 UpdateGameServer Operation public virtual Task UpdateGameServerAsync(UpdateGameServerRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameServerRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameServerResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateGameServerGroup internal virtual UpdateGameServerGroupResponse UpdateGameServerGroup(UpdateGameServerGroupRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameServerGroupRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameServerGroupResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// This operation is used with the Amazon GameLift FleetIQ solution and game server /// groups. /// /// /// /// Updates Amazon GameLift FleetIQ-specific properties for a game server group. Many /// Auto Scaling group properties are updated on the Auto Scaling group directly, including /// the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. /// /// /// /// To update the game server group, specify the game server group ID and provide the /// updated values. Before applying the updates, the new values are validated to ensure /// that Amazon GameLift FleetIQ can continue to perform instance balancing activity. /// If successful, a GameServerGroup object is returned. /// /// /// /// Learn more /// /// /// /// Amazon /// GameLift FleetIQ Guide /// /// /// Container for the necessary parameters to execute the UpdateGameServerGroup service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateGameServerGroup 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 UpdateGameServerGroup Operation public virtual Task UpdateGameServerGroupAsync(UpdateGameServerGroupRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameServerGroupRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameServerGroupResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateGameSession internal virtual UpdateGameSessionResponse UpdateGameSession(UpdateGameSessionRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameSessionRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameSessionResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates the mutable properties of a game session. /// /// /// /// To update a game session, specify the game session ID and the values you want to change. /// /// /// /// /// If successful, the updated GameSession object is returned. /// /// /// /// All /// APIs by task /// /// /// Container for the necessary parameters to execute the UpdateGameSession service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateGameSession 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 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 client failed authentication. Clients should not retry such requests. /// /// REST API Reference for UpdateGameSession Operation public virtual Task UpdateGameSessionAsync(UpdateGameSessionRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameSessionRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameSessionResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateGameSessionQueue internal virtual UpdateGameSessionQueueResponse UpdateGameSessionQueue(UpdateGameSessionQueueRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameSessionQueueRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameSessionQueueResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates the configuration of a game session queue, which determines how the queue /// processes new game session requests. To update settings, specify the queue name to /// be updated and provide the new settings. When updating destinations, provide a complete /// list of destinations. /// /// /// /// Learn more /// /// /// /// /// Using Multi-Region Queues /// /// /// Container for the necessary parameters to execute the UpdateGameSessionQueue service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateGameSessionQueue 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 UpdateGameSessionQueue Operation public virtual Task UpdateGameSessionQueueAsync(UpdateGameSessionQueueRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateGameSessionQueueRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateGameSessionQueueResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateMatchmakingConfiguration internal virtual UpdateMatchmakingConfigurationResponse UpdateMatchmakingConfiguration(UpdateMatchmakingConfigurationRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateMatchmakingConfigurationRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateMatchmakingConfigurationResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates settings for a FlexMatch matchmaking configuration. These changes affect all /// matches and game sessions that are created after the update. To update settings, specify /// the configuration name to be updated and provide the new settings. /// /// /// /// Learn more /// /// /// /// /// Design a FlexMatch matchmaker /// /// /// Container for the necessary parameters to execute the UpdateMatchmakingConfiguration service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateMatchmakingConfiguration 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 UpdateMatchmakingConfiguration Operation public virtual Task UpdateMatchmakingConfigurationAsync(UpdateMatchmakingConfigurationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateMatchmakingConfigurationRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateMatchmakingConfigurationResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateRuntimeConfiguration internal virtual UpdateRuntimeConfigurationResponse UpdateRuntimeConfiguration(UpdateRuntimeConfigurationRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateRuntimeConfigurationRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateRuntimeConfigurationResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates the current runtime configuration for the specified fleet, which tells Amazon /// GameLift how to launch server processes on all instances in the fleet. You can update /// a fleet's runtime configuration at any time after the fleet is created; it does not /// need to be in ACTIVE status. /// /// /// /// To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration /// with an updated set of server process configurations. /// /// /// /// If successful, the fleet's runtime configuration settings are updated. Each instance /// in the fleet regularly checks for and retrieves updated runtime configurations. Instances /// immediately begin complying with the new configuration by launching new server processes /// or not replacing existing processes when they shut down. Updating a fleet's runtime /// configuration never affects existing server processes. /// /// /// /// Learn more /// /// /// /// Setting /// up Amazon GameLift fleets /// /// /// Container for the necessary parameters to execute the UpdateRuntimeConfiguration service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateRuntimeConfiguration 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 client failed authentication. Clients should not retry such requests. /// /// REST API Reference for UpdateRuntimeConfiguration Operation public virtual Task UpdateRuntimeConfigurationAsync(UpdateRuntimeConfigurationRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateRuntimeConfigurationRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateRuntimeConfigurationResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region UpdateScript internal virtual UpdateScriptResponse UpdateScript(UpdateScriptRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateScriptRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateScriptResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Updates Realtime script metadata and content. /// /// /// /// To update script metadata, specify the script ID and provide updated name and/or version /// values. /// /// /// /// To update script content, provide an updated zip file by pointing to either a local /// file or an Amazon S3 bucket location. You can use either method regardless of how /// the original script was uploaded. Use the Version parameter to track updates /// to the script. /// /// /// /// If the call is successful, the updated metadata is stored in the script record and /// a revised script is uploaded to the Amazon GameLift service. Once the script is updated /// and acquired by a fleet instance, the new version is used for all new game sessions. /// /// /// /// /// Learn more /// /// /// /// Amazon /// GameLift Realtime Servers /// /// /// /// Related actions /// /// /// /// All /// APIs by task /// /// /// Container for the necessary parameters to execute the UpdateScript service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the UpdateScript 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 UpdateScript Operation public virtual Task UpdateScriptAsync(UpdateScriptRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = UpdateScriptRequestMarshaller.Instance; options.ResponseUnmarshaller = UpdateScriptResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion #region ValidateMatchmakingRuleSet internal virtual ValidateMatchmakingRuleSetResponse ValidateMatchmakingRuleSet(ValidateMatchmakingRuleSetRequest request) { var options = new InvokeOptions(); options.RequestMarshaller = ValidateMatchmakingRuleSetRequestMarshaller.Instance; options.ResponseUnmarshaller = ValidateMatchmakingRuleSetResponseUnmarshaller.Instance; return Invoke(request, options); } /// /// Validates the syntax of a matchmaking rule or rule set. This operation checks that /// the rule set is using syntactically correct JSON and that it conforms to allowed property /// expressions. To validate syntax, provide a rule set JSON string. /// /// /// /// Learn more /// /// /// /// Container for the necessary parameters to execute the ValidateMatchmakingRuleSet service method. /// /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// /// /// The response from the ValidateMatchmakingRuleSet 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 ValidateMatchmakingRuleSet Operation public virtual Task ValidateMatchmakingRuleSetAsync(ValidateMatchmakingRuleSetRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var options = new InvokeOptions(); options.RequestMarshaller = ValidateMatchmakingRuleSetRequestMarshaller.Instance; options.ResponseUnmarshaller = ValidateMatchmakingRuleSetResponseUnmarshaller.Instance; return InvokeAsync(request, options, cancellationToken); } #endregion } }