/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include
#include
#include
#include
#include
#include
namespace Aws
{
namespace GameLift
{
/**
* Amazon GameLift provides solutions for hosting session-based multiplayer game
* servers in the cloud, including tools for deploying, operating, and scaling game
* servers. Built on Amazon Web Services global computing infrastructure, GameLift
* helps you deliver high-performance, high-reliability, low-cost game servers
* while dynamically scaling your resource usage to meet player demand.
* About Amazon GameLift solutions
Get more information on these
* Amazon GameLift solutions in the Amazon
* GameLift Developer Guide.
-
Amazon GameLift managed hosting
* -- Amazon GameLift offers a fully managed service to set up and maintain
* computing machines for hosting, manage game session and player session life
* cycle, and handle security, storage, and performance tracking. You can use
* automatic scaling tools to balance player demand and hosting costs, configure
* your game session management to minimize player latency, and add FlexMatch for
* matchmaking.
-
Managed hosting with Realtime Servers -- With
* Amazon GameLift Realtime Servers, you can quickly configure and set up
* ready-to-go game servers for your game. Realtime Servers provides a game server
* framework with core Amazon GameLift infrastructure already built in. Then use
* the full range of Amazon GameLift managed hosting features, including FlexMatch,
* for your game.
-
Amazon GameLift FleetIQ -- Use Amazon GameLift
* FleetIQ as a standalone service while hosting your games using EC2 instances and
* Auto Scaling groups. Amazon GameLift FleetIQ provides optimizations for game
* hosting, including boosting the viability of low-cost Spot Instances gaming. For
* a complete solution, pair the Amazon GameLift FleetIQ and FlexMatch standalone
* services.
-
Amazon GameLift FlexMatch -- Add matchmaking to your
* game hosting solution. FlexMatch is a customizable matchmaking service for
* multiplayer games. Use FlexMatch as integrated with Amazon GameLift managed
* hosting or incorporate FlexMatch as a standalone service into your own hosting
* solution.
About this API Reference
This
* reference guide describes the low-level service API for Amazon GameLift. With
* each topic in this guide, you can find links to language-specific SDK guides and
* the Amazon Web Services CLI reference. Useful links:
*/
class AWS_GAMELIFT_API GameLiftClient : public Aws::Client::AWSJsonClient, public Aws::Client::ClientWithAsyncTemplateMethods
{
public:
typedef Aws::Client::AWSJsonClient BASECLASS;
static const char* GetServiceName();
static const char* GetAllocationTag();
typedef GameLiftClientConfiguration ClientConfigurationType;
typedef GameLiftEndpointProvider EndpointProviderType;
/**
* Initializes client to use DefaultCredentialProviderChain, with default http client factory, and optional client config. If client config
* is not specified, it will be initialized to default values.
*/
GameLiftClient(const Aws::GameLift::GameLiftClientConfiguration& clientConfiguration = Aws::GameLift::GameLiftClientConfiguration(),
std::shared_ptr endpointProvider = nullptr);
/**
* Initializes client to use SimpleAWSCredentialsProvider, with default http client factory, and optional client config. If client config
* is not specified, it will be initialized to default values.
*/
GameLiftClient(const Aws::Auth::AWSCredentials& credentials,
std::shared_ptr endpointProvider = nullptr,
const Aws::GameLift::GameLiftClientConfiguration& clientConfiguration = Aws::GameLift::GameLiftClientConfiguration());
/**
* Initializes client to use specified credentials provider with specified client config. If http client factory is not supplied,
* the default http client factory will be used
*/
GameLiftClient(const std::shared_ptr& credentialsProvider,
std::shared_ptr endpointProvider = nullptr,
const Aws::GameLift::GameLiftClientConfiguration& clientConfiguration = Aws::GameLift::GameLiftClientConfiguration());
/* Legacy constructors due deprecation */
/**
* Initializes client to use DefaultCredentialProviderChain, with default http client factory, and optional client config. If client config
* is not specified, it will be initialized to default values.
*/
GameLiftClient(const Aws::Client::ClientConfiguration& clientConfiguration);
/**
* Initializes client to use SimpleAWSCredentialsProvider, with default http client factory, and optional client config. If client config
* is not specified, it will be initialized to default values.
*/
GameLiftClient(const Aws::Auth::AWSCredentials& credentials,
const Aws::Client::ClientConfiguration& clientConfiguration);
/**
* Initializes client to use specified credentials provider with specified client config. If http client factory is not supplied,
* the default http client factory will be used
*/
GameLiftClient(const std::shared_ptr& credentialsProvider,
const Aws::Client::ClientConfiguration& clientConfiguration);
/* End of legacy constructors due deprecation */
virtual ~GameLiftClient();
/**
* Registers a player's acceptance or rejection of a proposed FlexMatch match. A
* matchmaking configuration may require player acceptance; if so, then matches
* built with that configuration cannot be completed unless all players accept the
* proposed match within a specified time limit.
When FlexMatch builds a
* match, all the matchmaking tickets involved in the proposed match are placed
* into status REQUIRES_ACCEPTANCE. This is a trigger for your game to
* get acceptance from all players in each ticket. Calls to this action are only
* valid for tickets that are in this status; calls for tickets not in this status
* result in an error.
To register acceptance, specify the ticket ID, one or
* more players, and an acceptance response. When all players have accepted, Amazon
* GameLift advances the matchmaking tickets to status PLACING, and
* attempts to create a new game session for the match.
If any player
* rejects the match, or if acceptances are not received before a specified
* timeout, the proposed match is dropped. Each matchmaking ticket in the failed
* match is handled as follows:
-
If the ticket has one or more
* players who rejected the match or failed to respond, the ticket status is set
* CANCELLED and processing is terminated.
-
If all
* players in the ticket accepted the match, the ticket status is returned to
* SEARCHING to find a new match.
Learn
* more
* Add FlexMatch to a game client
* FlexMatch events (reference)
See Also:
AWS
* API Reference
*/
virtual Model::AcceptMatchOutcome AcceptMatch(const Model::AcceptMatchRequest& request) const;
/**
* A Callable wrapper for AcceptMatch that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::AcceptMatchOutcomeCallable AcceptMatchCallable(const AcceptMatchRequestT& request) const
{
return SubmitCallable(&GameLiftClient::AcceptMatch, request);
}
/**
* An Async wrapper for AcceptMatch that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void AcceptMatchAsync(const AcceptMatchRequestT& request, const AcceptMatchResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::AcceptMatch, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::ClaimGameServerOutcome ClaimGameServer(const Model::ClaimGameServerRequest& request) const;
/**
* A Callable wrapper for ClaimGameServer that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ClaimGameServerOutcomeCallable ClaimGameServerCallable(const ClaimGameServerRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ClaimGameServer, request);
}
/**
* An Async wrapper for ClaimGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ClaimGameServerAsync(const ClaimGameServerRequestT& request, const ClaimGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ClaimGameServer, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateAliasOutcome CreateAlias(const Model::CreateAliasRequest& request) const;
/**
* A Callable wrapper for CreateAlias that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateAliasOutcomeCallable CreateAliasCallable(const CreateAliasRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateAlias, request);
}
/**
* An Async wrapper for CreateAlias that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateAliasAsync(const CreateAliasRequestT& request, const CreateAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateAlias, request, handler, context);
}
/**
* Creates an Amazon GameLift build resource for your game server software and
* stores the software for deployment to hosting resources. Combine game server
* binaries and dependencies into a single .zip file
Use the
* CLI command upload-build
* to quickly and simply create a new build and upload your game build .zip
* file to Amazon GameLift Amazon S3. This helper command eliminates the need to
* explicitly manage access permissions.
Alternatively, use the
* CreateBuild action for the following scenarios:
-
*
You want to create a build and upload a game build zip file from in an Amazon
* S3 location that you control. In this scenario, you need to give Amazon GameLift
* permission to access to the Amazon S3 bucket. With permission in place, call
* CreateBuild and specify a build name, the build's runtime operating
* system, and the Amazon S3 storage location where the build file is stored.
* -
You want to create a build and upload a local game build zip file
* to an Amazon S3 location that's controlled by Amazon GameLift. (See the
* upload-build CLI command for this scenario.) In this scenario, you
* need to request temporary access credentials to the Amazon GameLift Amazon S3
* location. Specify a build name and the build's runtime operating system. The
* response provides an Amazon S3 location and a set of temporary access
* credentials. Use the credentials to upload your build files to the specified
* Amazon S3 location (see Uploading
* Objects in the Amazon S3 Developer Guide). You can't update build
* files after uploading them to Amazon GameLift Amazon S3.
If
* successful, this action creates a new build resource with a unique build ID and
* places it in INITIALIZED status. When the build reaches
* READY status, you can create fleets with it.
Learn
* more
Uploading
* Your Game
* Create a Build with Files in Amazon S3
All
* APIs by task
See Also:
AWS
* API Reference
*/
virtual Model::CreateBuildOutcome CreateBuild(const Model::CreateBuildRequest& request = {}) const;
/**
* A Callable wrapper for CreateBuild that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateBuildOutcomeCallable CreateBuildCallable(const CreateBuildRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::CreateBuild, request);
}
/**
* An Async wrapper for CreateBuild that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateBuildAsync(const CreateBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const CreateBuildRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::CreateBuild, request, handler, context);
}
/**
* Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2)
* instances to host your containerized game servers. Use this operation to define
* how to deploy a container architecture onto each fleet instance and configure
* fleet settings. You can create a container fleet in any Amazon Web Services
* Regions that Amazon GameLift supports for multi-location fleets. A container
* fleet can be deployed to a single location or multiple locations. Container
* fleets are deployed with Amazon Linux 2023 as the instance operating system.
* Define the fleet's container architecture using container group definitions.
* Each fleet can have one of the following container group types:
-
*
The game server container group runs your game server build and dependent
* software. Amazon GameLift deploys one or more replicas of this container group
* to each fleet instance. The number of replicas depends on the computing
* capabilities of the fleet instance in use.
-
An optional
* per-instance container group might be used to run other software that only needs
* to run once per instance, such as background services, logging, or test
* processes. One per-instance container group is deployed to each fleet instance.
*
Each container group can include the definition for one or
* more containers. A container definition specifies a container image that is
* stored in an Amazon Elastic Container Registry (Amazon ECR) public or private
* repository.
Request options
Use this operation to make
* the following types of requests. Most fleet settings have default values, so you
* can create a working fleet with a minimal configuration and default values,
* which you can customize later.
-
Create a fleet with no container
* groups. You can configure a container fleet and then add container group
* definitions later. In this scenario, no fleet instances are deployed, and the
* fleet can't host game sessions until you add a game server container group
* definition. Provide the following required parameter values:
-
Create a fleet with a
* game server container group. Provide the following required parameter
* values:
-
*
Create a fleet with a game server container group and a per-instance
* container group. Provide the following required parameter values:
*
Results
If successful, this operation creates a new
* container fleet resource, places it in PENDING status, and
* initiates the fleet
* creation workflow. For fleets with container groups, this workflow starts a
* fleet deployment and transitions the status to ACTIVE. Fleets
* without a container group are placed in CREATED status.
You
* can update most of the properties of a fleet, including container group
* definitions, and deploy the update across all fleet instances. Use a fleet
* update to deploy a new game server version update across the container fleet.
*
See Also:
AWS
* API Reference
*/
virtual Model::CreateContainerFleetOutcome CreateContainerFleet(const Model::CreateContainerFleetRequest& request) const;
/**
* A Callable wrapper for CreateContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateContainerFleetOutcomeCallable CreateContainerFleetCallable(const CreateContainerFleetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateContainerFleet, request);
}
/**
* An Async wrapper for CreateContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateContainerFleetAsync(const CreateContainerFleetRequestT& request, const CreateContainerFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateContainerFleet, request, handler, context);
}
/**
* Creates a ContainerGroupDefinition that describes a set of
* containers for hosting your game server with Amazon GameLift managed containers
* hosting. An Amazon GameLift container group is similar to a container task or
* pod. Use container group definitions when you create a container fleet with
* CreateContainerFleet.
A container group definition determines how
* Amazon GameLift deploys your containers to each instance in a container fleet.
* You can maintain multiple versions of a container group definition.
There
* are two types of container groups:
-
A game server container
* group has the containers that run your game server application and
* supporting software. A game server container group can have these container
* types:
-
Game server container. This container runs your game
* server. You can define one game server container in a game server container
* group.
-
Support container. This container runs software in
* parallel with your game server. You can define up to 8 support containers in a
* game server group.
When building a game server container
* group definition, you can choose to bundle your game server executable and all
* dependent software into a single game server container. Alternatively, you can
* separate the software into one game server container and one or more support
* containers.
On a container fleet instance, a game server container group
* can be deployed multiple times (depending on the compute resources of the
* instance). This means that all containers in the container group are replicated
* together.
-
A per-instance container group has containers
* for processes that aren't replicated on a container fleet instance. This might
* include background services, logging, test processes, or processes that need to
* persist independently of the game server container group. When building a
* per-instance container group, you can define up to 10 support containers.
*
This operation requires Identity and Access Management
* (IAM) permissions to access container images in Amazon ECR repositories. See
* IAM permissions for Amazon GameLift for help setting the appropriate
* permissions.
Request options
Use this operation
* to make the following types of requests. You can specify values for the minimum
* required parameters and customize optional values later.
-
Create
* a game server container group definition. Provide the following required
* parameter values:
-
Name
-
* ContainerGroupType (GAME_SERVER)
-
* OperatingSystem (omit to use default value)
-
* TotalMemoryLimitMebibytes (omit to use default value)
* -
TotalVcpuLimit (omit to use default value)
-
*
At least one GameServerContainerDefinition
*
-
Create a per-instance container group definition. Provide
* the following required parameter values:
-
Name
*
-
ContainerGroupType
* (PER_INSTANCE)
-
OperatingSystem
* (omit to use default value)
-
* TotalMemoryLimitMebibytes (omit to use default value)
* -
TotalVcpuLimit (omit to use default value)
-
*
At least one SupportContainerDefinition
-
* ContainerName
-
ImageUrl
*
Results
If successful, this
* request creates a ContainerGroupDefinition resource and assigns a
* unique ARN value. You can update most properties of a container group definition
* by calling UpdateContainerGroupDefinition, and optionally save the update
* as a new version.
See Also:
AWS
* API Reference
*/
virtual Model::CreateContainerGroupDefinitionOutcome CreateContainerGroupDefinition(const Model::CreateContainerGroupDefinitionRequest& request) const;
/**
* A Callable wrapper for CreateContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateContainerGroupDefinitionOutcomeCallable CreateContainerGroupDefinitionCallable(const CreateContainerGroupDefinitionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateContainerGroupDefinition, request);
}
/**
* An Async wrapper for CreateContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateContainerGroupDefinitionAsync(const CreateContainerGroupDefinitionRequestT& request, const CreateContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateContainerGroupDefinition, request, handler, context);
}
/**
* Creates a fleet of compute resources to host your game servers. Use this
* operation to set up the following types of fleets based on compute type:
* Managed EC2 fleet
An EC2 fleet is a set of Amazon Elastic
* Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each
* fleet instance. Amazon GameLift manages the fleet's instances and controls the
* lifecycle of game server processes, which host game sessions for players. EC2
* fleets can have instances in multiple locations. Each instance in the fleet is
* designated a Compute.
To create an EC2 fleet, provide these
* required parameters:
-
Either BuildId or
* ScriptId
-
ComputeType set to
* EC2 (the default value)
-
* EC2InboundPermissions
-
* EC2InstanceType
-
FleetType
* -
Name
-
* RuntimeConfiguration with at least one ServerProcesses
* configuration
If successful, this operation creates a new
* fleet resource and places it in NEW status while Amazon GameLift
* initiates the fleet
* creation workflow. To debug your fleet, fetch logs, view performance metrics
* or other actions on the fleet, create a development fleet with port 22/3389
* open. As a best practice, we recommend opening ports for remote access only when
* you need them and closing them when you're finished.
When the fleet
* status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off
* for each location.
Anywhere fleet
An Anywhere fleet
* represents compute resources that are not owned or managed by Amazon GameLift.
* You might create an Anywhere fleet with your local machine for testing, or use
* one to host game servers with on-premises hardware or other game hosting
* solutions.
To create an Anywhere fleet, provide these required
* parameters:
If
* successful, this operation creates a new fleet resource and places it in
* ACTIVE status. You can register computes with a fleet in
* ACTIVE status.
Learn more
Setting
* up fleets
Debug
* fleet creation issues
Multi-location
* fleets
See Also:
AWS
* API Reference
*/
virtual Model::CreateFleetOutcome CreateFleet(const Model::CreateFleetRequest& request) const;
/**
* A Callable wrapper for CreateFleet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateFleetOutcomeCallable CreateFleetCallable(const CreateFleetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateFleet, request);
}
/**
* An Async wrapper for CreateFleet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateFleetAsync(const CreateFleetRequestT& request, const CreateFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateFleet, request, handler, context);
}
/**
* Adds remote locations to a managed EC2 fleet or managed container fleet and
* begins populating the new locations with instances. The new instances conform to
* the fleet's instance type, auto-scaling, and other configuration settings.
* You can't add remote locations to a fleet that resides in an Amazon
* Web Services Region that doesn't support multiple locations. Fleets created
* prior to March 2021 can't support multiple locations.
To add
* fleet locations, specify the fleet to be updated and provide a list of one or
* more locations.
If successful, this operation returns the list of added
* locations with their status set to NEW. Amazon GameLift initiates
* the process of starting an instance in each added location. You can track the
* status of each new location by monitoring location creation events using DescribeFleetEvents.
* Learn more
Setting
* up fleets
Update
* fleet locations
* Amazon GameLift service locations for managed hosting.
See
* Also:
AWS
* API Reference
*/
virtual Model::CreateFleetLocationsOutcome CreateFleetLocations(const Model::CreateFleetLocationsRequest& request) const;
/**
* A Callable wrapper for CreateFleetLocations that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateFleetLocationsOutcomeCallable CreateFleetLocationsCallable(const CreateFleetLocationsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateFleetLocations, request);
}
/**
* An Async wrapper for CreateFleetLocations that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateFleetLocationsAsync(const CreateFleetLocationsRequestT& request, const CreateFleetLocationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateFleetLocations, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateGameServerGroupOutcome CreateGameServerGroup(const Model::CreateGameServerGroupRequest& request) const;
/**
* A Callable wrapper for CreateGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateGameServerGroupOutcomeCallable CreateGameServerGroupCallable(const CreateGameServerGroupRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateGameServerGroup, request);
}
/**
* An Async wrapper for CreateGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateGameServerGroupAsync(const CreateGameServerGroupRequestT& request, const CreateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateGameServerGroup, request, handler, context);
}
/**
* Creates a multiplayer game session for players in a specific fleet location.
* This operation prompts an available server process to start a game session and
* retrieves connection information for the new game session. As an alternative,
* consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement
* , which uses the FleetIQ algorithm and queues to optimize the placement
* process.
When creating a game session, you specify exactly where you want
* to place it and provide a set of game session configuration settings. The target
* fleet must be in ACTIVE status.
You can use this operation
* in the following ways:
-
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.
-
To
* create a game session on an instance in an Anywhere fleet, specify the fleet's
* custom location.
If successful, Amazon GameLift initiates a
* workflow to start a new game session and returns a GameSession
* object containing the game session configuration and status. When the game
* session status is ACTIVE, it is updated with connection information
* and you can create player sessions for the game session. By default, newly
* created game sessions are open to new players. You can restrict new player
* access by using UpdateGameSession
* to change the game session's player session creation policy.
Amazon
* GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl
* to download the log files.
Available in Amazon GameLift Local.
*
Learn more
Start
* a game session
All
* APIs by task
See Also:
AWS
* API Reference
*/
virtual Model::CreateGameSessionOutcome CreateGameSession(const Model::CreateGameSessionRequest& request) const;
/**
* A Callable wrapper for CreateGameSession that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateGameSessionOutcomeCallable CreateGameSessionCallable(const CreateGameSessionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateGameSession, request);
}
/**
* An Async wrapper for CreateGameSession that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateGameSessionAsync(const CreateGameSessionRequestT& request, const CreateGameSessionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateGameSession, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateGameSessionQueueOutcome CreateGameSessionQueue(const Model::CreateGameSessionQueueRequest& request) const;
/**
* A Callable wrapper for CreateGameSessionQueue that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateGameSessionQueueOutcomeCallable CreateGameSessionQueueCallable(const CreateGameSessionQueueRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateGameSessionQueue, request);
}
/**
* An Async wrapper for CreateGameSessionQueue that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateGameSessionQueueAsync(const CreateGameSessionQueueRequestT& request, const CreateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateGameSessionQueue, request, handler, context);
}
/**
* Creates a custom location for use in an Anywhere fleet.
See
* Also:
AWS
* API Reference
*/
virtual Model::CreateLocationOutcome CreateLocation(const Model::CreateLocationRequest& request) const;
/**
* A Callable wrapper for CreateLocation that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateLocationOutcomeCallable CreateLocationCallable(const CreateLocationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateLocation, request);
}
/**
* An Async wrapper for CreateLocation that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateLocationAsync(const CreateLocationRequestT& request, const CreateLocationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateLocation, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateMatchmakingConfigurationOutcome CreateMatchmakingConfiguration(const Model::CreateMatchmakingConfigurationRequest& request) const;
/**
* A Callable wrapper for CreateMatchmakingConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateMatchmakingConfigurationOutcomeCallable CreateMatchmakingConfigurationCallable(const CreateMatchmakingConfigurationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateMatchmakingConfiguration, request);
}
/**
* An Async wrapper for CreateMatchmakingConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateMatchmakingConfigurationAsync(const CreateMatchmakingConfigurationRequestT& request, const CreateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateMatchmakingConfiguration, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateMatchmakingRuleSetOutcome CreateMatchmakingRuleSet(const Model::CreateMatchmakingRuleSetRequest& request) const;
/**
* A Callable wrapper for CreateMatchmakingRuleSet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateMatchmakingRuleSetOutcomeCallable CreateMatchmakingRuleSetCallable(const CreateMatchmakingRuleSetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateMatchmakingRuleSet, request);
}
/**
* An Async wrapper for CreateMatchmakingRuleSet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateMatchmakingRuleSetAsync(const CreateMatchmakingRuleSetRequestT& request, const CreateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateMatchmakingRuleSet, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreatePlayerSessionOutcome CreatePlayerSession(const Model::CreatePlayerSessionRequest& request) const;
/**
* A Callable wrapper for CreatePlayerSession that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreatePlayerSessionOutcomeCallable CreatePlayerSessionCallable(const CreatePlayerSessionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreatePlayerSession, request);
}
/**
* An Async wrapper for CreatePlayerSession that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreatePlayerSessionAsync(const CreatePlayerSessionRequestT& request, const CreatePlayerSessionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreatePlayerSession, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreatePlayerSessionsOutcome CreatePlayerSessions(const Model::CreatePlayerSessionsRequest& request) const;
/**
* A Callable wrapper for CreatePlayerSessions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreatePlayerSessionsOutcomeCallable CreatePlayerSessionsCallable(const CreatePlayerSessionsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreatePlayerSessions, request);
}
/**
* An Async wrapper for CreatePlayerSessions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreatePlayerSessionsAsync(const CreatePlayerSessionsRequestT& request, const CreatePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreatePlayerSessions, request, handler, context);
}
/**
* Creates a script resource for your Realtime Servers script. Realtime scripts
* are JavaScript files that provide configuration settings and optional custom
* game logic for your game. Script logic is executed during an active game
* session. To deploy Realtime Servers for hosting, create an Amazon GameLift
* managed fleet with the script.
To create a script resource, specify a
* script name and provide the script file(s). The script files and all
* dependencies must be combined into a single .zip file. You can upload 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, Amazon GameLift creates a new script resource with a unique
* script ID. The script is uploaded to an Amazon S3 bucket that is owned by Amazon
* GameLift.
Learn more
Amazon
* GameLift Realtime Servers
Set
* Up a Role for Amazon GameLift Access
Related actions
* All
* APIs by task
See Also:
AWS
* API Reference
*/
virtual Model::CreateScriptOutcome CreateScript(const Model::CreateScriptRequest& request = {}) const;
/**
* A Callable wrapper for CreateScript that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateScriptOutcomeCallable CreateScriptCallable(const CreateScriptRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::CreateScript, request);
}
/**
* An Async wrapper for CreateScript that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateScriptAsync(const CreateScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const CreateScriptRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::CreateScript, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateVpcPeeringAuthorizationOutcome CreateVpcPeeringAuthorization(const Model::CreateVpcPeeringAuthorizationRequest& request) const;
/**
* A Callable wrapper for CreateVpcPeeringAuthorization that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateVpcPeeringAuthorizationOutcomeCallable CreateVpcPeeringAuthorizationCallable(const CreateVpcPeeringAuthorizationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateVpcPeeringAuthorization, request);
}
/**
* An Async wrapper for CreateVpcPeeringAuthorization that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateVpcPeeringAuthorizationAsync(const CreateVpcPeeringAuthorizationRequestT& request, const CreateVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateVpcPeeringAuthorization, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::CreateVpcPeeringConnectionOutcome CreateVpcPeeringConnection(const Model::CreateVpcPeeringConnectionRequest& request) const;
/**
* A Callable wrapper for CreateVpcPeeringConnection that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::CreateVpcPeeringConnectionOutcomeCallable CreateVpcPeeringConnectionCallable(const CreateVpcPeeringConnectionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::CreateVpcPeeringConnection, request);
}
/**
* An Async wrapper for CreateVpcPeeringConnection that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void CreateVpcPeeringConnectionAsync(const CreateVpcPeeringConnectionRequestT& request, const CreateVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateVpcPeeringConnection, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteAliasOutcome DeleteAlias(const Model::DeleteAliasRequest& request) const;
/**
* A Callable wrapper for DeleteAlias that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteAliasOutcomeCallable DeleteAliasCallable(const DeleteAliasRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteAlias, request);
}
/**
* An Async wrapper for DeleteAlias that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteAliasAsync(const DeleteAliasRequestT& request, const DeleteAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteAlias, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteBuildOutcome DeleteBuild(const Model::DeleteBuildRequest& request) const;
/**
* A Callable wrapper for DeleteBuild that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteBuildOutcomeCallable DeleteBuildCallable(const DeleteBuildRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteBuild, request);
}
/**
* An Async wrapper for DeleteBuild that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteBuildAsync(const DeleteBuildRequestT& request, const DeleteBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteBuild, request, handler, context);
}
/**
* Deletes all resources and information related to a container fleet and shuts
* down currently running fleet instances, including those in remote locations. The
* container fleet must be in ACTIVE status to be deleted.
To
* delete a fleet, specify the fleet ID to be terminated. During the deletion
* process, the fleet status is changed to DELETING.
Learn
* more
Setting
* up Amazon GameLift Fleets
See Also:
AWS
* API Reference
*/
virtual Model::DeleteContainerFleetOutcome DeleteContainerFleet(const Model::DeleteContainerFleetRequest& request) const;
/**
* A Callable wrapper for DeleteContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteContainerFleetOutcomeCallable DeleteContainerFleetCallable(const DeleteContainerFleetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteContainerFleet, request);
}
/**
* An Async wrapper for DeleteContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteContainerFleetAsync(const DeleteContainerFleetRequestT& request, const DeleteContainerFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteContainerFleet, request, handler, context);
}
/**
* Deletes a container group definition. You can delete a container group
* definition if there are no fleets using the definition.
Request
* options:
-
Delete an entire container group definition,
* including all versions. Specify the container group definition name, or use an
* ARN value without the version number.
-
Delete a particular
* version. Specify the container group definition name and a version number, or
* use an ARN value that includes the version number.
-
Keep the
* newest versions and delete all older versions. Specify the container group
* definition name and the number of versions to retain. For example, set
* VersionCountToRetain to 5 to delete all but the five most recent
* versions.
Learn more
See Also:
AWS
* API Reference
*/
virtual Model::DeleteContainerGroupDefinitionOutcome DeleteContainerGroupDefinition(const Model::DeleteContainerGroupDefinitionRequest& request) const;
/**
* A Callable wrapper for DeleteContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteContainerGroupDefinitionOutcomeCallable DeleteContainerGroupDefinitionCallable(const DeleteContainerGroupDefinitionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteContainerGroupDefinition, request);
}
/**
* An Async wrapper for DeleteContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteContainerGroupDefinitionAsync(const DeleteContainerGroupDefinitionRequestT& request, const DeleteContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteContainerGroupDefinition, request, handler, context);
}
/**
* Deletes all resources and information related to a fleet and shuts down any
* currently running fleet instances, including those in remote locations.
* If the fleet being deleted has a VPC peering connection, you first
* need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization.
* You don't need to explicitly delete the VPC peering connection.
* To delete a fleet, specify the fleet ID to be terminated. During the deletion
* process, the fleet status is changed to DELETING. When completed,
* the status switches to TERMINATED and the fleet event
* FLEET_DELETED is emitted.
Learn more
Setting
* up Amazon GameLift Fleets
See Also:
AWS
* API Reference
*/
virtual Model::DeleteFleetOutcome DeleteFleet(const Model::DeleteFleetRequest& request) const;
/**
* A Callable wrapper for DeleteFleet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteFleetOutcomeCallable DeleteFleetCallable(const DeleteFleetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteFleet, request);
}
/**
* An Async wrapper for DeleteFleet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteFleetAsync(const DeleteFleetRequestT& request, const DeleteFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteFleet, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteFleetLocationsOutcome DeleteFleetLocations(const Model::DeleteFleetLocationsRequest& request) const;
/**
* A Callable wrapper for DeleteFleetLocations that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteFleetLocationsOutcomeCallable DeleteFleetLocationsCallable(const DeleteFleetLocationsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteFleetLocations, request);
}
/**
* An Async wrapper for DeleteFleetLocations that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteFleetLocationsAsync(const DeleteFleetLocationsRequestT& request, const DeleteFleetLocationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteFleetLocations, request, handler, context);
}
/**
* This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.
Terminates a game server group and permanently
* deletes the game server group record. You have several options for how these
* resources are impacted when deleting the game server group. Depending on the
* type of delete operation selected, this operation might affect these
* resources:
To delete a game server group,
* identify the game server group to delete and specify the type of delete
* operation to initiate. Game server groups can only be deleted if they are in
* ACTIVE or ERROR status.
If the delete request
* is successful, a series of operations are kicked off. The game server group
* status is changed to DELETE_SCHEDULED, which prevents new game
* servers from being registered and stops automatic scaling activity. Once all
* game servers in the game server group are deregistered, Amazon GameLift FleetIQ
* can begin deleting resources. If any of the delete operations fail, the game
* server group is placed in ERROR status.
Amazon GameLift
* FleetIQ emits delete events to Amazon CloudWatch.
Learn more
* Amazon
* GameLift FleetIQ Guide
See Also:
AWS
* API Reference
*/
virtual Model::DeleteGameServerGroupOutcome DeleteGameServerGroup(const Model::DeleteGameServerGroupRequest& request) const;
/**
* A Callable wrapper for DeleteGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteGameServerGroupOutcomeCallable DeleteGameServerGroupCallable(const DeleteGameServerGroupRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteGameServerGroup, request);
}
/**
* An Async wrapper for DeleteGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteGameServerGroupAsync(const DeleteGameServerGroupRequestT& request, const DeleteGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteGameServerGroup, request, handler, context);
}
/**
* 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.
See Also:
AWS
* API Reference
*/
virtual Model::DeleteGameSessionQueueOutcome DeleteGameSessionQueue(const Model::DeleteGameSessionQueueRequest& request) const;
/**
* A Callable wrapper for DeleteGameSessionQueue that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteGameSessionQueueOutcomeCallable DeleteGameSessionQueueCallable(const DeleteGameSessionQueueRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteGameSessionQueue, request);
}
/**
* An Async wrapper for DeleteGameSessionQueue that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteGameSessionQueueAsync(const DeleteGameSessionQueueRequestT& request, const DeleteGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteGameSessionQueue, request, handler, context);
}
/**
* 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.
See
* Also:
AWS
* API Reference
*/
virtual Model::DeleteLocationOutcome DeleteLocation(const Model::DeleteLocationRequest& request) const;
/**
* A Callable wrapper for DeleteLocation that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteLocationOutcomeCallable DeleteLocationCallable(const DeleteLocationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteLocation, request);
}
/**
* An Async wrapper for DeleteLocation that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteLocationAsync(const DeleteLocationRequestT& request, const DeleteLocationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteLocation, request, handler, context);
}
/**
* 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.
See Also:
AWS
* API Reference
*/
virtual Model::DeleteMatchmakingConfigurationOutcome DeleteMatchmakingConfiguration(const Model::DeleteMatchmakingConfigurationRequest& request) const;
/**
* A Callable wrapper for DeleteMatchmakingConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteMatchmakingConfigurationOutcomeCallable DeleteMatchmakingConfigurationCallable(const DeleteMatchmakingConfigurationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteMatchmakingConfiguration, request);
}
/**
* An Async wrapper for DeleteMatchmakingConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteMatchmakingConfigurationAsync(const DeleteMatchmakingConfigurationRequestT& request, const DeleteMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteMatchmakingConfiguration, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteMatchmakingRuleSetOutcome DeleteMatchmakingRuleSet(const Model::DeleteMatchmakingRuleSetRequest& request) const;
/**
* A Callable wrapper for DeleteMatchmakingRuleSet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteMatchmakingRuleSetOutcomeCallable DeleteMatchmakingRuleSetCallable(const DeleteMatchmakingRuleSetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteMatchmakingRuleSet, request);
}
/**
* An Async wrapper for DeleteMatchmakingRuleSet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteMatchmakingRuleSetAsync(const DeleteMatchmakingRuleSetRequestT& request, const DeleteMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteMatchmakingRuleSet, request, handler, context);
}
/**
* 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.
See Also:
* AWS
* API Reference
*/
virtual Model::DeleteScalingPolicyOutcome DeleteScalingPolicy(const Model::DeleteScalingPolicyRequest& request) const;
/**
* A Callable wrapper for DeleteScalingPolicy that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteScalingPolicyOutcomeCallable DeleteScalingPolicyCallable(const DeleteScalingPolicyRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteScalingPolicy, request);
}
/**
* An Async wrapper for DeleteScalingPolicy that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteScalingPolicyAsync(const DeleteScalingPolicyRequestT& request, const DeleteScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteScalingPolicy, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteScriptOutcome DeleteScript(const Model::DeleteScriptRequest& request) const;
/**
* A Callable wrapper for DeleteScript that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteScriptOutcomeCallable DeleteScriptCallable(const DeleteScriptRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteScript, request);
}
/**
* An Async wrapper for DeleteScript that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteScriptAsync(const DeleteScriptRequestT& request, const DeleteScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteScript, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteVpcPeeringAuthorizationOutcome DeleteVpcPeeringAuthorization(const Model::DeleteVpcPeeringAuthorizationRequest& request) const;
/**
* A Callable wrapper for DeleteVpcPeeringAuthorization that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteVpcPeeringAuthorizationOutcomeCallable DeleteVpcPeeringAuthorizationCallable(const DeleteVpcPeeringAuthorizationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteVpcPeeringAuthorization, request);
}
/**
* An Async wrapper for DeleteVpcPeeringAuthorization that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteVpcPeeringAuthorizationAsync(const DeleteVpcPeeringAuthorizationRequestT& request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteVpcPeeringAuthorization, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeleteVpcPeeringConnectionOutcome DeleteVpcPeeringConnection(const Model::DeleteVpcPeeringConnectionRequest& request) const;
/**
* A Callable wrapper for DeleteVpcPeeringConnection that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeleteVpcPeeringConnectionOutcomeCallable DeleteVpcPeeringConnectionCallable(const DeleteVpcPeeringConnectionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeleteVpcPeeringConnection, request);
}
/**
* An Async wrapper for DeleteVpcPeeringConnection that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeleteVpcPeeringConnectionAsync(const DeleteVpcPeeringConnectionRequestT& request, const DeleteVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteVpcPeeringConnection, request, handler, context);
}
/**
* Removes a compute resource from an Amazon GameLift Anywhere fleet.
* Deregistered computes can no longer host game sessions through Amazon
* GameLift.
For an Anywhere fleet that's running the Amazon GameLift Agent,
* the Agent handles all compute registry tasks for you. For an Anywhere fleet that
* doesn't use the Agent, call this operation to deregister fleet computes.
* To deregister a compute, call this operation from the compute that's being
* deregistered and specify the compute name and the fleet ID.
See
* Also:
AWS
* API Reference
*/
virtual Model::DeregisterComputeOutcome DeregisterCompute(const Model::DeregisterComputeRequest& request) const;
/**
* A Callable wrapper for DeregisterCompute that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeregisterComputeOutcomeCallable DeregisterComputeCallable(const DeregisterComputeRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeregisterCompute, request);
}
/**
* An Async wrapper for DeregisterCompute that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeregisterComputeAsync(const DeregisterComputeRequestT& request, const DeregisterComputeResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeregisterCompute, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DeregisterGameServerOutcome DeregisterGameServer(const Model::DeregisterGameServerRequest& request) const;
/**
* A Callable wrapper for DeregisterGameServer that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DeregisterGameServerOutcomeCallable DeregisterGameServerCallable(const DeregisterGameServerRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DeregisterGameServer, request);
}
/**
* An Async wrapper for DeregisterGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DeregisterGameServerAsync(const DeregisterGameServerRequestT& request, const DeregisterGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeregisterGameServer, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeAliasOutcome DescribeAlias(const Model::DescribeAliasRequest& request) const;
/**
* A Callable wrapper for DescribeAlias that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeAliasOutcomeCallable DescribeAliasCallable(const DescribeAliasRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeAlias, request);
}
/**
* An Async wrapper for DescribeAlias that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeAliasAsync(const DescribeAliasRequestT& request, const DescribeAliasResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeAlias, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeBuildOutcome DescribeBuild(const Model::DescribeBuildRequest& request) const;
/**
* A Callable wrapper for DescribeBuild that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeBuildOutcomeCallable DescribeBuildCallable(const DescribeBuildRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeBuild, request);
}
/**
* An Async wrapper for DescribeBuild that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeBuildAsync(const DescribeBuildRequestT& request, const DescribeBuildResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeBuild, request, handler, context);
}
/**
* Retrieves properties for a compute resource in an Amazon GameLift fleet. To
* get a list of all computes in a fleet, call ListCompute.
To
* request information on a specific compute, provide the fleet ID and compute
* name.
If successful, this operation returns details for the requested
* compute resource. Depending on the fleet's compute type, the result includes the
* following information:
-
For managed EC2 fleets, this operation
* returns information about the EC2 instance.
-
For Anywhere
* fleets, this operation returns information about the registered compute.
*
See Also:
AWS
* API Reference
*/
virtual Model::DescribeComputeOutcome DescribeCompute(const Model::DescribeComputeRequest& request) const;
/**
* A Callable wrapper for DescribeCompute that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeComputeOutcomeCallable DescribeComputeCallable(const DescribeComputeRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeCompute, request);
}
/**
* An Async wrapper for DescribeCompute that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeComputeAsync(const DescribeComputeRequestT& request, const DescribeComputeResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeCompute, request, handler, context);
}
/**
* Retrieves the properties for a container fleet. When requesting attributes
* for multiple fleets, use the pagination parameters to retrieve results as a set
* of sequential pages.
Request options
Results
If successful, a
* ContainerFleet object is returned. This object includes the fleet
* properties, including information about the most recent deployment.
* 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.
See Also:
* AWS
* API Reference
*/
virtual Model::DescribeContainerFleetOutcome DescribeContainerFleet(const Model::DescribeContainerFleetRequest& request) const;
/**
* A Callable wrapper for DescribeContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeContainerFleetOutcomeCallable DescribeContainerFleetCallable(const DescribeContainerFleetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeContainerFleet, request);
}
/**
* An Async wrapper for DescribeContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeContainerFleetAsync(const DescribeContainerFleetRequestT& request, const DescribeContainerFleetResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeContainerFleet, request, handler, context);
}
/**
* Retrieves the properties of a container group definition, including all
* container definitions in the group.
Request options:
* -
Retrieve the latest version of a container group definition. Specify the
* container group definition name only, or use an ARN value without a version
* number.
-
Retrieve a particular version. Specify the container
* group definition name and a version number, or use an ARN value that includes
* the version number.
Results:
If successful,
* this operation returns the complete properties of a container group definition
* version.
Learn more
See Also:
AWS
* API Reference
*/
virtual Model::DescribeContainerGroupDefinitionOutcome DescribeContainerGroupDefinition(const Model::DescribeContainerGroupDefinitionRequest& request) const;
/**
* A Callable wrapper for DescribeContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeContainerGroupDefinitionOutcomeCallable DescribeContainerGroupDefinitionCallable(const DescribeContainerGroupDefinitionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeContainerGroupDefinition, request);
}
/**
* An Async wrapper for DescribeContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeContainerGroupDefinitionAsync(const DescribeContainerGroupDefinitionRequestT& request, const DescribeContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeContainerGroupDefinition, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeEC2InstanceLimitsOutcome DescribeEC2InstanceLimits(const Model::DescribeEC2InstanceLimitsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeEC2InstanceLimits that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeEC2InstanceLimitsOutcomeCallable DescribeEC2InstanceLimitsCallable(const DescribeEC2InstanceLimitsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeEC2InstanceLimits, request);
}
/**
* An Async wrapper for DescribeEC2InstanceLimits that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeEC2InstanceLimitsAsync(const DescribeEC2InstanceLimitsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeEC2InstanceLimitsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeEC2InstanceLimits, request, handler, context);
}
/**
* Retrieves core fleet-wide properties for fleets in an Amazon Web Services
* Region. Properties include the computing hardware and deployment configuration
* for instances in the fleet.
You can use this operation in the following
* ways:
-
To get attributes for 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetAttributesOutcome DescribeFleetAttributes(const Model::DescribeFleetAttributesRequest& request = {}) const;
/**
* A Callable wrapper for DescribeFleetAttributes that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetAttributesOutcomeCallable DescribeFleetAttributesCallable(const DescribeFleetAttributesRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetAttributes, request);
}
/**
* An Async wrapper for DescribeFleetAttributes that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetAttributesAsync(const DescribeFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeFleetAttributesRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetAttributes, request, handler, context);
}
/**
* Retrieves the resource capacity settings for one or more fleets. For a
* container fleet, this operation also returns counts for game server container
* groups.
With multi-location fleets, this operation retrieves data for the
* fleet's home Region only. To retrieve capacity for remote locations, see
* DescribeFleetLocationCapacity.
This operation can be used in the
* following ways:
-
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. Capacity values are returned only for
* fleets that currently exist.
Some API operations may limit the
* number of fleet IDs that are allowed in one request. If a request exceeds this
* limit, the request fails and the error message includes the maximum allowed.
* Learn more
Setting
* up Amazon GameLift fleets
GameLift
* metrics for fleets
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetCapacityOutcome DescribeFleetCapacity(const Model::DescribeFleetCapacityRequest& request = {}) const;
/**
* A Callable wrapper for DescribeFleetCapacity that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetCapacityOutcomeCallable DescribeFleetCapacityCallable(const DescribeFleetCapacityRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetCapacity, request);
}
/**
* An Async wrapper for DescribeFleetCapacity that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetCapacityAsync(const DescribeFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeFleetCapacityRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetCapacity, request, handler, context);
}
/**
* Retrieves information about a managed container fleet deployment.
* Request options
Results
If successful, a
* FleetDeployment object is returned.
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetDeploymentOutcome DescribeFleetDeployment(const Model::DescribeFleetDeploymentRequest& request) const;
/**
* A Callable wrapper for DescribeFleetDeployment that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetDeploymentOutcomeCallable DescribeFleetDeploymentCallable(const DescribeFleetDeploymentRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetDeployment, request);
}
/**
* An Async wrapper for DescribeFleetDeployment that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetDeploymentAsync(const DescribeFleetDeploymentRequestT& request, const DescribeFleetDeploymentResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetDeployment, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetEventsOutcome DescribeFleetEvents(const Model::DescribeFleetEventsRequest& request) const;
/**
* A Callable wrapper for DescribeFleetEvents that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetEventsOutcomeCallable DescribeFleetEventsCallable(const DescribeFleetEventsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetEvents, request);
}
/**
* An Async wrapper for DescribeFleetEvents that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetEventsAsync(const DescribeFleetEventsRequestT& request, const DescribeFleetEventsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetEvents, request, handler, context);
}
/**
* 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
* Amazon GameLift service locations for managed hosting
See
* Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetLocationAttributesOutcome DescribeFleetLocationAttributes(const Model::DescribeFleetLocationAttributesRequest& request) const;
/**
* A Callable wrapper for DescribeFleetLocationAttributes that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetLocationAttributesOutcomeCallable DescribeFleetLocationAttributesCallable(const DescribeFleetLocationAttributesRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetLocationAttributes, request);
}
/**
* An Async wrapper for DescribeFleetLocationAttributes that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetLocationAttributesAsync(const DescribeFleetLocationAttributesRequestT& request, const DescribeFleetLocationAttributesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetLocationAttributes, request, handler, context);
}
/**
* Retrieves the resource capacity settings for a fleet location. The data
* returned includes the current capacity (number of EC2 instances) and some
* scaling settings for the requested fleet location. For a managed container
* fleet, this operation also returns counts for game server container groups.
* Use this operation to retrieve capacity information for a fleet's remote
* location or home Region (you can also retrieve home Region capacity by calling
* DescribeFleetCapacity).
To retrieve capacity data, identify
* a fleet and location.
If successful, a FleetCapacity object
* is returned for the requested fleet location.
Learn more
* Setting
* up Amazon GameLift fleets
* Amazon GameLift service locations for managed hosting
GameLift
* metrics for fleets
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetLocationCapacityOutcome DescribeFleetLocationCapacity(const Model::DescribeFleetLocationCapacityRequest& request) const;
/**
* A Callable wrapper for DescribeFleetLocationCapacity that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetLocationCapacityOutcomeCallable DescribeFleetLocationCapacityCallable(const DescribeFleetLocationCapacityRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetLocationCapacity, request);
}
/**
* An Async wrapper for DescribeFleetLocationCapacity that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetLocationCapacityAsync(const DescribeFleetLocationCapacityRequestT& request, const DescribeFleetLocationCapacityResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetLocationCapacity, request, handler, context);
}
/**
* Retrieves current usage data for a fleet location. Utilization data provides
* a snapshot of current game hosting activity at the requested location. Use this
* operation to retrieve utilization information for a fleet's remote location or
* home Region (you can also retrieve home Region utilization by calling
* DescribeFleetUtilization).
To retrieve utilization data,
* identify a fleet and location.
If successful, a
* FleetUtilization object is returned for the requested fleet
* location.
Learn more
Setting
* up Amazon GameLift fleets
* Amazon GameLift service locations for managed hosting
GameLift
* metrics for fleets
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetLocationUtilizationOutcome DescribeFleetLocationUtilization(const Model::DescribeFleetLocationUtilizationRequest& request) const;
/**
* A Callable wrapper for DescribeFleetLocationUtilization that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetLocationUtilizationOutcomeCallable DescribeFleetLocationUtilizationCallable(const DescribeFleetLocationUtilizationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetLocationUtilization, request);
}
/**
* An Async wrapper for DescribeFleetLocationUtilization that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetLocationUtilizationAsync(const DescribeFleetLocationUtilizationRequestT& request, const DescribeFleetLocationUtilizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetLocationUtilization, request, handler, context);
}
/**
* Retrieves a fleet's inbound connection permissions. Inbound permissions
* specify IP addresses and port settings that incoming traffic can use to access
* server processes in the fleet. Game server processes that are running in the
* fleet must use a port that falls within this range. To connect to game server
* processes on a managed container fleet, the port settings should include one or
* more of the container fleet's connection ports.
Use this operation in
* the following ways:
-
To retrieve the port settings 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 specifying a location, this operation
* returns a pending status. If the requested fleet has been deleted, the result
* set is empty.
Learn more
Setting
* up Amazon GameLift fleets
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetPortSettingsOutcome DescribeFleetPortSettings(const Model::DescribeFleetPortSettingsRequest& request) const;
/**
* A Callable wrapper for DescribeFleetPortSettings that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetPortSettingsOutcomeCallable DescribeFleetPortSettingsCallable(const DescribeFleetPortSettingsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetPortSettings, request);
}
/**
* An Async wrapper for DescribeFleetPortSettings that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetPortSettingsAsync(const DescribeFleetPortSettingsRequestT& request, const DescribeFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetPortSettings, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeFleetUtilizationOutcome DescribeFleetUtilization(const Model::DescribeFleetUtilizationRequest& request = {}) const;
/**
* A Callable wrapper for DescribeFleetUtilization that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeFleetUtilizationOutcomeCallable DescribeFleetUtilizationCallable(const DescribeFleetUtilizationRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeFleetUtilization, request);
}
/**
* An Async wrapper for DescribeFleetUtilization that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeFleetUtilizationAsync(const DescribeFleetUtilizationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeFleetUtilizationRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetUtilization, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameServerOutcome DescribeGameServer(const Model::DescribeGameServerRequest& request) const;
/**
* A Callable wrapper for DescribeGameServer that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameServerOutcomeCallable DescribeGameServerCallable(const DescribeGameServerRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeGameServer, request);
}
/**
* An Async wrapper for DescribeGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameServerAsync(const DescribeGameServerRequestT& request, const DescribeGameServerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameServer, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameServerGroupOutcome DescribeGameServerGroup(const Model::DescribeGameServerGroupRequest& request) const;
/**
* A Callable wrapper for DescribeGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameServerGroupOutcomeCallable DescribeGameServerGroupCallable(const DescribeGameServerGroupRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeGameServerGroup, request);
}
/**
* An Async wrapper for DescribeGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameServerGroupAsync(const DescribeGameServerGroupRequestT& request, const DescribeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameServerGroup, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameServerInstancesOutcome DescribeGameServerInstances(const Model::DescribeGameServerInstancesRequest& request) const;
/**
* A Callable wrapper for DescribeGameServerInstances that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameServerInstancesOutcomeCallable DescribeGameServerInstancesCallable(const DescribeGameServerInstancesRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeGameServerInstances, request);
}
/**
* An Async wrapper for DescribeGameServerInstances that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameServerInstancesAsync(const DescribeGameServerInstancesRequestT& request, const DescribeGameServerInstancesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameServerInstances, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameSessionDetailsOutcome DescribeGameSessionDetails(const Model::DescribeGameSessionDetailsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeGameSessionDetails that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameSessionDetailsOutcomeCallable DescribeGameSessionDetailsCallable(const DescribeGameSessionDetailsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeGameSessionDetails, request);
}
/**
* An Async wrapper for DescribeGameSessionDetails that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameSessionDetailsAsync(const DescribeGameSessionDetailsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeGameSessionDetailsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessionDetails, request, handler, context);
}
/**
* 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.
*
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameSessionPlacementOutcome DescribeGameSessionPlacement(const Model::DescribeGameSessionPlacementRequest& request) const;
/**
* A Callable wrapper for DescribeGameSessionPlacement that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameSessionPlacementOutcomeCallable DescribeGameSessionPlacementCallable(const DescribeGameSessionPlacementRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeGameSessionPlacement, request);
}
/**
* An Async wrapper for DescribeGameSessionPlacement that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameSessionPlacementAsync(const DescribeGameSessionPlacementRequestT& request, const DescribeGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessionPlacement, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameSessionQueuesOutcome DescribeGameSessionQueues(const Model::DescribeGameSessionQueuesRequest& request = {}) const;
/**
* A Callable wrapper for DescribeGameSessionQueues that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameSessionQueuesOutcomeCallable DescribeGameSessionQueuesCallable(const DescribeGameSessionQueuesRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeGameSessionQueues, request);
}
/**
* An Async wrapper for DescribeGameSessionQueues that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameSessionQueuesAsync(const DescribeGameSessionQueuesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeGameSessionQueuesRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessionQueues, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeGameSessionsOutcome DescribeGameSessions(const Model::DescribeGameSessionsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeGameSessions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeGameSessionsOutcomeCallable DescribeGameSessionsCallable(const DescribeGameSessionsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeGameSessions, request);
}
/**
* An Async wrapper for DescribeGameSessions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeGameSessionsAsync(const DescribeGameSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeGameSessionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessions, request, handler, context);
}
/**
* Retrieves information about the EC2 instances in an Amazon GameLift managed
* fleet, including instance ID, connection data, and status. You can use this
* operation with a multi-location fleet to get location-specific instance
* information. As an alternative, use the operations ListCompute and
* DescribeCompute to retrieve information for compute resources, including
* EC2 and Anywhere fleets.
You can call this operation in the following
* ways:
-
To get information on all instances in a fleet's home
* Region, specify the fleet ID.
-
To get information on all
* instances in a fleet's remote location, specify the fleet ID and location
* name.
-
To get information on a specific instance in a fleet,
* specify the fleet ID and instance ID.
Use the pagination
* parameters to retrieve results as a set of sequential pages.
If
* successful, this operation returns Instance objects for each
* requested instance, listed in no particular order. If you call this operation
* for an Anywhere fleet, you receive an InvalidRequestException.
Learn
* more
Remotely
* connect to fleet instances
Debug
* fleet issues
Related actions
All
* APIs by task
See Also:
AWS
* API Reference
*/
virtual Model::DescribeInstancesOutcome DescribeInstances(const Model::DescribeInstancesRequest& request) const;
/**
* A Callable wrapper for DescribeInstances that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeInstancesOutcomeCallable DescribeInstancesCallable(const DescribeInstancesRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeInstances, request);
}
/**
* An Async wrapper for DescribeInstances that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeInstancesAsync(const DescribeInstancesRequestT& request, const DescribeInstancesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeInstances, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeMatchmakingOutcome DescribeMatchmaking(const Model::DescribeMatchmakingRequest& request) const;
/**
* A Callable wrapper for DescribeMatchmaking that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeMatchmakingOutcomeCallable DescribeMatchmakingCallable(const DescribeMatchmakingRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeMatchmaking, request);
}
/**
* An Async wrapper for DescribeMatchmaking that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeMatchmakingAsync(const DescribeMatchmakingRequestT& request, const DescribeMatchmakingResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeMatchmaking, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeMatchmakingConfigurationsOutcome DescribeMatchmakingConfigurations(const Model::DescribeMatchmakingConfigurationsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeMatchmakingConfigurations that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeMatchmakingConfigurationsOutcomeCallable DescribeMatchmakingConfigurationsCallable(const DescribeMatchmakingConfigurationsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeMatchmakingConfigurations, request);
}
/**
* An Async wrapper for DescribeMatchmakingConfigurations that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeMatchmakingConfigurationsAsync(const DescribeMatchmakingConfigurationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeMatchmakingConfigurationsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeMatchmakingConfigurations, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeMatchmakingRuleSetsOutcome DescribeMatchmakingRuleSets(const Model::DescribeMatchmakingRuleSetsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeMatchmakingRuleSets that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeMatchmakingRuleSetsOutcomeCallable DescribeMatchmakingRuleSetsCallable(const DescribeMatchmakingRuleSetsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeMatchmakingRuleSets, request);
}
/**
* An Async wrapper for DescribeMatchmakingRuleSets that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeMatchmakingRuleSetsAsync(const DescribeMatchmakingRuleSetsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeMatchmakingRuleSetsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeMatchmakingRuleSets, request, handler, context);
}
/**
* 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. If you provide a specific PlayerSessionId or
* PlayerId, Amazon GameLift ignores the filter criteria. Use the
* pagination parameters to retrieve results as a set of sequential pages.
* If successful, a PlayerSession object is returned for each
* session that matches the request.
Related actions
All
* APIs by task
See Also:
AWS
* API Reference
*/
virtual Model::DescribePlayerSessionsOutcome DescribePlayerSessions(const Model::DescribePlayerSessionsRequest& request = {}) const;
/**
* A Callable wrapper for DescribePlayerSessions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribePlayerSessionsOutcomeCallable DescribePlayerSessionsCallable(const DescribePlayerSessionsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribePlayerSessions, request);
}
/**
* An Async wrapper for DescribePlayerSessions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribePlayerSessionsAsync(const DescribePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribePlayerSessionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribePlayerSessions, request, handler, context);
}
/**
* Retrieves a fleet's runtime configuration settings. The runtime configuration
* determines which server processes run, and how they run, and how many run
* concurrently on computes in managed EC2 and Anywhere fleets. You can update a
* fleet's runtime configuration at any time using
* UpdateRuntimeConfiguration.
To get the current runtime
* configuration for a fleet, provide the fleet ID.
If successful, a
* RuntimeConfiguration object is returned for the requested fleet. If
* the requested fleet has been deleted, the result set is empty.
Learn
* more
Setting
* up Amazon GameLift fleets
Running
* multiple processes on a fleet
See Also:
AWS
* API Reference
*/
virtual Model::DescribeRuntimeConfigurationOutcome DescribeRuntimeConfiguration(const Model::DescribeRuntimeConfigurationRequest& request) const;
/**
* A Callable wrapper for DescribeRuntimeConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeRuntimeConfigurationOutcomeCallable DescribeRuntimeConfigurationCallable(const DescribeRuntimeConfigurationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeRuntimeConfiguration, request);
}
/**
* An Async wrapper for DescribeRuntimeConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeRuntimeConfigurationAsync(const DescribeRuntimeConfigurationRequestT& request, const DescribeRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeRuntimeConfiguration, request, handler, context);
}
/**
* 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.
See
* Also:
AWS
* API Reference
*/
virtual Model::DescribeScalingPoliciesOutcome DescribeScalingPolicies(const Model::DescribeScalingPoliciesRequest& request) const;
/**
* A Callable wrapper for DescribeScalingPolicies that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeScalingPoliciesOutcomeCallable DescribeScalingPoliciesCallable(const DescribeScalingPoliciesRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeScalingPolicies, request);
}
/**
* An Async wrapper for DescribeScalingPolicies that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeScalingPoliciesAsync(const DescribeScalingPoliciesRequestT& request, const DescribeScalingPoliciesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeScalingPolicies, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeScriptOutcome DescribeScript(const Model::DescribeScriptRequest& request) const;
/**
* A Callable wrapper for DescribeScript that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeScriptOutcomeCallable DescribeScriptCallable(const DescribeScriptRequestT& request) const
{
return SubmitCallable(&GameLiftClient::DescribeScript, request);
}
/**
* An Async wrapper for DescribeScript that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeScriptAsync(const DescribeScriptRequestT& request, const DescribeScriptResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeScript, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeVpcPeeringAuthorizationsOutcome DescribeVpcPeeringAuthorizations(const Model::DescribeVpcPeeringAuthorizationsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeVpcPeeringAuthorizations that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeVpcPeeringAuthorizationsOutcomeCallable DescribeVpcPeeringAuthorizationsCallable(const DescribeVpcPeeringAuthorizationsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeVpcPeeringAuthorizations, request);
}
/**
* An Async wrapper for DescribeVpcPeeringAuthorizations that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeVpcPeeringAuthorizationsAsync(const DescribeVpcPeeringAuthorizationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeVpcPeeringAuthorizationsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeVpcPeeringAuthorizations, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::DescribeVpcPeeringConnectionsOutcome DescribeVpcPeeringConnections(const Model::DescribeVpcPeeringConnectionsRequest& request = {}) const;
/**
* A Callable wrapper for DescribeVpcPeeringConnections that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::DescribeVpcPeeringConnectionsOutcomeCallable DescribeVpcPeeringConnectionsCallable(const DescribeVpcPeeringConnectionsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::DescribeVpcPeeringConnections, request);
}
/**
* An Async wrapper for DescribeVpcPeeringConnections that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void DescribeVpcPeeringConnectionsAsync(const DescribeVpcPeeringConnectionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const DescribeVpcPeeringConnectionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeVpcPeeringConnections, request, handler, context);
}
/**
* Requests authorization to remotely connect to a hosting resource in a Amazon
* GameLift managed fleet. This operation is not used with Amazon GameLift Anywhere
* fleets.
Request options
To request access to a compute,
* specify the compute name and the fleet ID.
Results
If
* successful, this operation returns a set of temporary Amazon Web Services
* credentials, including a two-part access key and a session token.
-
*
With a managed EC2 fleet (where compute type is EC2), use these
* credentials with Amazon EC2 Systems Manager (SSM) to start a session with the
* compute. For more details, see
* Starting a session (CLI) in the Amazon EC2 Systems Manager User
* Guide.
See Also:
AWS
* API Reference
*/
virtual Model::GetComputeAccessOutcome GetComputeAccess(const Model::GetComputeAccessRequest& request) const;
/**
* A Callable wrapper for GetComputeAccess that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::GetComputeAccessOutcomeCallable GetComputeAccessCallable(const GetComputeAccessRequestT& request) const
{
return SubmitCallable(&GameLiftClient::GetComputeAccess, request);
}
/**
* An Async wrapper for GetComputeAccess that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void GetComputeAccessAsync(const GetComputeAccessRequestT& request, const GetComputeAccessResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetComputeAccess, request, handler, context);
}
/**
* Requests an authentication token from Amazon GameLift for a compute resource
* in an Amazon GameLift fleet. Game servers that are running on the compute use
* this token to communicate with the Amazon GameLift service, such as when calling
* the Amazon GameLift server SDK action InitSDK(). Authentication
* tokens are valid for a limited time span, so you need to request a fresh token
* before the current token expires.
Request options
-
*
For managed EC2 fleets (compute type EC2), auth token retrieval
* and refresh is handled automatically. All game servers that are running on all
* fleet instances have access to a valid auth token.
-
For
* Anywhere fleets (compute type ANYWHERE), if you're using the Amazon
* GameLift Agent, auth token retrieval and refresh is handled automatically for
* any compute where the Agent is running. If you're not using the Agent, create a
* mechanism to retrieve and refresh auth tokens for computes that are running game
* server processes.
Learn more
See Also:
* AWS
* API Reference
*/
virtual Model::GetComputeAuthTokenOutcome GetComputeAuthToken(const Model::GetComputeAuthTokenRequest& request) const;
/**
* A Callable wrapper for GetComputeAuthToken that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::GetComputeAuthTokenOutcomeCallable GetComputeAuthTokenCallable(const GetComputeAuthTokenRequestT& request) const
{
return SubmitCallable(&GameLiftClient::GetComputeAuthToken, request);
}
/**
* An Async wrapper for GetComputeAuthToken that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void GetComputeAuthTokenAsync(const GetComputeAuthTokenRequestT& request, const GetComputeAuthTokenResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetComputeAuthToken, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::GetGameSessionLogUrlOutcome GetGameSessionLogUrl(const Model::GetGameSessionLogUrlRequest& request) const;
/**
* A Callable wrapper for GetGameSessionLogUrl that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::GetGameSessionLogUrlOutcomeCallable GetGameSessionLogUrlCallable(const GetGameSessionLogUrlRequestT& request) const
{
return SubmitCallable(&GameLiftClient::GetGameSessionLogUrl, request);
}
/**
* An Async wrapper for GetGameSessionLogUrl that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void GetGameSessionLogUrlAsync(const GetGameSessionLogUrlRequestT& request, const GetGameSessionLogUrlResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetGameSessionLogUrl, request, handler, context);
}
/**
* Requests authorization to remotely connect to an instance in an Amazon
* GameLift managed fleet. Use this operation to connect to instances with game
* servers that use Amazon GameLift server SDK 4.x or earlier. To connect to
* instances with game servers that use server SDK 5.x or later, call
* GetComputeAccess.
To request access to an instance, specify IDs
* for the instance and the fleet it belongs to. You can retrieve instance IDs for
* a fleet by calling DescribeInstances
* with the fleet ID.
If successful, this operation returns an IP address
* and credentials. The returned credentials match the operating system of the
* instance, as follows:
-
For a Windows instance: returns a user
* name and secret (password) for use with a Windows Remote Desktop client.
* -
For a Linux instance: returns a user name and secret (RSA private
* key) for use with an SSH client. You must save the secret to a .pem
* file. If you're using the CLI, see the example
* Get credentials for a Linux instance for tips on automatically saving the
* secret to a .pem file.
Learn more
* Remotely
* connect to fleet instances
Debug
* fleet issues
Related actions
All
* APIs by task
See Also:
AWS
* API Reference
*/
virtual Model::GetInstanceAccessOutcome GetInstanceAccess(const Model::GetInstanceAccessRequest& request) const;
/**
* A Callable wrapper for GetInstanceAccess that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::GetInstanceAccessOutcomeCallable GetInstanceAccessCallable(const GetInstanceAccessRequestT& request) const
{
return SubmitCallable(&GameLiftClient::GetInstanceAccess, request);
}
/**
* An Async wrapper for GetInstanceAccess that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void GetInstanceAccessAsync(const GetInstanceAccessRequestT& request, const GetInstanceAccessResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetInstanceAccess, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::ListAliasesOutcome ListAliases(const Model::ListAliasesRequest& request = {}) const;
/**
* A Callable wrapper for ListAliases that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListAliasesOutcomeCallable ListAliasesCallable(const ListAliasesRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListAliases, request);
}
/**
* An Async wrapper for ListAliases that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListAliasesAsync(const ListAliasesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListAliasesRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListAliases, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::ListBuildsOutcome ListBuilds(const Model::ListBuildsRequest& request = {}) const;
/**
* A Callable wrapper for ListBuilds that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListBuildsOutcomeCallable ListBuildsCallable(const ListBuildsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListBuilds, request);
}
/**
* An Async wrapper for ListBuilds that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListBuildsAsync(const ListBuildsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListBuildsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListBuilds, request, handler, context);
}
/**
* Retrieves information on the compute resources in an Amazon GameLift fleet.
* Use the pagination parameters to retrieve results in a set of sequential
* pages.
Request options:
Results:
If successful, this operation returns
* information on a set of computes. Depending on the type of fleet, the result
* includes the following information:
-
For managed EC2 fleets
* (compute type EC2), this operation returns information about the
* EC2 instance. Compute names are EC2 instance IDs.
-
For Anywhere
* fleets (compute type ANYWHERE), this operation returns compute
* names and details as provided when the compute was registered with
* RegisterCompute. This includes
* GameLiftServiceSdkEndpoint or
* GameLiftAgentEndpoint.
See Also:
AWS
* API Reference
*/
virtual Model::ListComputeOutcome ListCompute(const Model::ListComputeRequest& request) const;
/**
* A Callable wrapper for ListCompute that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListComputeOutcomeCallable ListComputeCallable(const ListComputeRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ListCompute, request);
}
/**
* An Async wrapper for ListCompute that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListComputeAsync(const ListComputeRequestT& request, const ListComputeResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListCompute, request, handler, context);
}
/**
* Retrieves a collection of container fleet resources in an Amazon Web Services
* Region. For fleets that have multiple locations, this operation retrieves fleets
* based on their home Region only.
Request options
-
*
Get a list of all fleets. Call this operation without specifying a container
* group definition.
-
Get a list of fleets filtered by container
* group definition. Provide the container group definition name or ARN value.
* -
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, this operation returns a collection of container fleets that
* match the request parameters. A NextToken value is also returned if there are
* more result pages to retrieve.
Fleet IDs are returned in no
* particular order.
See Also:
AWS
* API Reference
*/
virtual Model::ListContainerFleetsOutcome ListContainerFleets(const Model::ListContainerFleetsRequest& request = {}) const;
/**
* A Callable wrapper for ListContainerFleets that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListContainerFleetsOutcomeCallable ListContainerFleetsCallable(const ListContainerFleetsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListContainerFleets, request);
}
/**
* An Async wrapper for ListContainerFleets that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListContainerFleetsAsync(const ListContainerFleetsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListContainerFleetsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListContainerFleets, request, handler, context);
}
/**
* Retrieves all versions of a container group definition. Use the pagination
* parameters to retrieve results in a set of sequential pages.
Request
* options:
* Results:
If successful, this operation returns the complete
* properties of a set of container group definition versions that match the
* request.
This operation returns the list of container group
* definitions in descending version order (latest first).
* Learn more
See Also:
AWS
* API Reference
*/
virtual Model::ListContainerGroupDefinitionVersionsOutcome ListContainerGroupDefinitionVersions(const Model::ListContainerGroupDefinitionVersionsRequest& request) const;
/**
* A Callable wrapper for ListContainerGroupDefinitionVersions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListContainerGroupDefinitionVersionsOutcomeCallable ListContainerGroupDefinitionVersionsCallable(const ListContainerGroupDefinitionVersionsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ListContainerGroupDefinitionVersions, request);
}
/**
* An Async wrapper for ListContainerGroupDefinitionVersions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListContainerGroupDefinitionVersionsAsync(const ListContainerGroupDefinitionVersionsRequestT& request, const ListContainerGroupDefinitionVersionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListContainerGroupDefinitionVersions, request, handler, context);
}
/**
* Retrieves container group definitions for the Amazon Web Services account and
* Amazon Web Services Region. Use the pagination parameters to retrieve results in
* a set of sequential pages.
This operation returns only the latest version
* of each definition. To retrieve all versions of a container group definition,
* use ListContainerGroupDefinitionVersions.
Request options:
*
-
Retrieve the most recent versions of all container group
* definitions.
-
Retrieve the most recent versions of all
* container group definitions, filtered by type. Specify the container group type
* to filter on.
Results:
If successful, this
* operation returns the complete properties of a set of container group definition
* versions that match the request.
This operation returns the list
* of container group definitions in no particular order.
Learn
* more
See Also:
AWS
* API Reference
*/
virtual Model::ListContainerGroupDefinitionsOutcome ListContainerGroupDefinitions(const Model::ListContainerGroupDefinitionsRequest& request = {}) const;
/**
* A Callable wrapper for ListContainerGroupDefinitions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListContainerGroupDefinitionsOutcomeCallable ListContainerGroupDefinitionsCallable(const ListContainerGroupDefinitionsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListContainerGroupDefinitions, request);
}
/**
* An Async wrapper for ListContainerGroupDefinitions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListContainerGroupDefinitionsAsync(const ListContainerGroupDefinitionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListContainerGroupDefinitionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListContainerGroupDefinitions, request, handler, context);
}
/**
* Retrieves a collection of container fleet deployments in an Amazon Web
* Services Region.
Request options
-
Get a list of
* all deployments. Call this operation without specifying a fleet ID.
* -
Get a list of all deployments for a fleet. Specify the container fleet
* ID or ARN value.
-
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.
Results
If successful, this operation returns a
* list of deployments that match the request parameters. A NextToken value is also
* returned if there are more result pages to retrieve.
Fleet IDs are
* returned in no particular order.
See Also:
AWS
* API Reference
*/
virtual Model::ListFleetDeploymentsOutcome ListFleetDeployments(const Model::ListFleetDeploymentsRequest& request = {}) const;
/**
* A Callable wrapper for ListFleetDeployments that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListFleetDeploymentsOutcomeCallable ListFleetDeploymentsCallable(const ListFleetDeploymentsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListFleetDeployments, request);
}
/**
* An Async wrapper for ListFleetDeployments that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListFleetDeploymentsAsync(const ListFleetDeploymentsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListFleetDeploymentsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListFleetDeployments, request, handler, context);
}
/**
* Retrieves a collection of fleet resources in an Amazon Web Services Region.
* You can filter the result set to find only those fleets that are deployed with a
* specific build or script. For fleets that have multiple locations, this
* operation retrieves fleets based on their home Region only.
You can use
* operation in the following ways:
-
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 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, this operation returns a list of fleet IDs that match the
* request parameters. A NextToken value is also returned if there are more result
* pages to retrieve.
Fleet IDs are returned in no particular
* order.
See Also:
AWS
* API Reference
*/
virtual Model::ListFleetsOutcome ListFleets(const Model::ListFleetsRequest& request = {}) const;
/**
* A Callable wrapper for ListFleets that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListFleetsOutcomeCallable ListFleetsCallable(const ListFleetsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListFleets, request);
}
/**
* An Async wrapper for ListFleets that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListFleetsAsync(const ListFleetsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListFleetsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListFleets, request, handler, context);
}
/**
* Lists a game server groups.
See Also:
AWS
* API Reference
*/
virtual Model::ListGameServerGroupsOutcome ListGameServerGroups(const Model::ListGameServerGroupsRequest& request = {}) const;
/**
* A Callable wrapper for ListGameServerGroups that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListGameServerGroupsOutcomeCallable ListGameServerGroupsCallable(const ListGameServerGroupsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListGameServerGroups, request);
}
/**
* An Async wrapper for ListGameServerGroups that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListGameServerGroupsAsync(const ListGameServerGroupsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListGameServerGroupsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListGameServerGroups, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::ListGameServersOutcome ListGameServers(const Model::ListGameServersRequest& request) const;
/**
* A Callable wrapper for ListGameServers that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListGameServersOutcomeCallable ListGameServersCallable(const ListGameServersRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ListGameServers, request);
}
/**
* An Async wrapper for ListGameServers that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListGameServersAsync(const ListGameServersRequestT& request, const ListGameServersResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListGameServers, request, handler, context);
}
/**
* Lists all custom and Amazon Web Services locations.
See Also:
* AWS
* API Reference
*/
virtual Model::ListLocationsOutcome ListLocations(const Model::ListLocationsRequest& request = {}) const;
/**
* A Callable wrapper for ListLocations that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListLocationsOutcomeCallable ListLocationsCallable(const ListLocationsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListLocations, request);
}
/**
* An Async wrapper for ListLocations that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListLocationsAsync(const ListLocationsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListLocationsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListLocations, request, handler, context);
}
/**
* 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
See Also:
AWS
* API Reference
*/
virtual Model::ListScriptsOutcome ListScripts(const Model::ListScriptsRequest& request = {}) const;
/**
* A Callable wrapper for ListScripts that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template
Model::ListScriptsOutcomeCallable ListScriptsCallable(const ListScriptsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::ListScripts, request);
}
/**
* An Async wrapper for ListScripts that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template
void ListScriptsAsync(const ListScriptsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr, const ListScriptsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListScripts, request, handler, context);
}
/**
* 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.