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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/GameLiftClient.h
2026-02-28 12:32:28 -05:00

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/client/ClientConfiguration.h>
#include <aws/core/client/AWSClient.h>
#include <aws/core/client/AWSClientAsyncCRTP.h>
#include <aws/core/utils/json/JsonSerializer.h>
#include <aws/gamelift/GameLiftServiceClientModel.h>
namespace Aws
{
namespace GameLift
{
/**
* <p>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. </p> <p>
* <b>About Amazon GameLift solutions</b> </p> <p>Get more information on these
* Amazon GameLift solutions in the <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/">Amazon
* GameLift Developer Guide</a>.</p> <ul> <li> <p>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.</p> </li> <li> <p>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.</p> </li> <li> <p>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.</p> </li> <li> <p>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.</p> </li> </ul> <p> <b>About this API Reference</b> </p> <p>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:</p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html">Amazon
* GameLift API operations listed by tasks</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html">
* Amazon GameLift tools and resources</a> </p> </li> </ul>
*/
class AWS_GAMELIFT_API GameLiftClient : public Aws::Client::AWSJsonClient, public Aws::Client::ClientWithAsyncTemplateMethods<GameLiftClient>
{
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<GameLiftEndpointProviderBase> 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<GameLiftEndpointProviderBase> 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<Aws::Auth::AWSCredentialsProvider>& credentialsProvider,
std::shared_ptr<GameLiftEndpointProviderBase> 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<Aws::Auth::AWSCredentialsProvider>& credentialsProvider,
const Aws::Client::ClientConfiguration& clientConfiguration);
/* End of legacy constructors due deprecation */
virtual ~GameLiftClient();
/**
* <p>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. </p> <p>When FlexMatch builds a
* match, all the matchmaking tickets involved in the proposed match are placed
* into status <code>REQUIRES_ACCEPTANCE</code>. 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.</p> <p>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 <code>PLACING</code>, and
* attempts to create a new game session for the match. </p> <p>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: </p> <ul> <li> <p>If the ticket has one or more
* players who rejected the match or failed to respond, the ticket status is set
* <code>CANCELLED</code> and processing is terminated.</p> </li> <li> <p>If all
* players in the ticket accepted the match, the ticket status is returned to
* <code>SEARCHING</code> to find a new match. </p> </li> </ul> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
* Add FlexMatch to a game client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html">
* FlexMatch events</a> (reference)</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch">AWS
* API Reference</a></p>
*/
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<typename AcceptMatchRequestT = Model::AcceptMatchRequest>
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<typename AcceptMatchRequestT = Model::AcceptMatchRequest>
void AcceptMatchAsync(const AcceptMatchRequestT& request, const AcceptMatchResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::AcceptMatch, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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 <code>CLAIMED</code> status for 60 seconds, and
* returns connection information that players can use to connect to the game
* server. </p> <p>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 <code>ACTIVE</code> instances to be
* claimed.</p> <p>When a game server is successfully claimed, connection
* information is returned. A claimed game server's utilization status remains
* <code>AVAILABLE</code> while the claim status is set to <code>CLAIMED</code> for
* up to 60 seconds. This time period gives the game server time to update its
* status to <code>UTILIZED</code> 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.</p> <p>If you try to claim a specific game
* server, this request will fail in the following cases:</p> <ul> <li> <p>If the
* game server utilization status is <code>UTILIZED</code>.</p> </li> <li> <p>If
* the game server claim status is <code>CLAIMED</code>.</p> </li> <li> <p>If the
* game server is running on an instance in <code>DRAINING</code> status and the
* provided filter option does not allow placing on <code>DRAINING</code>
* instances.</p> </li> </ul> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer">AWS
* API Reference</a></p>
*/
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<typename ClaimGameServerRequestT = Model::ClaimGameServerRequest>
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<typename ClaimGameServerRequestT = Model::ClaimGameServerRequest>
void ClaimGameServerAsync(const ClaimGameServerRequestT& request, const ClaimGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ClaimGameServer, request, handler, context);
}
/**
* <p>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. </p> <p>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. </p> <p>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 <code>UpdateAlias</code>.</p> <p> <b>Related
* actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias">AWS
* API Reference</a></p>
*/
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<typename CreateAliasRequestT = Model::CreateAliasRequest>
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<typename CreateAliasRequestT = Model::CreateAliasRequest>
void CreateAliasAsync(const CreateAliasRequestT& request, const CreateAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateAlias, request, handler, context);
}
/**
* <p>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 </p> <p>Use the
* CLI command <b> <a
* href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
* </b> 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.</p> <p>Alternatively, use the
* <code>CreateBuild</code> action for the following scenarios:</p> <ul> <li>
* <p>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
* <code>CreateBuild</code> and specify a build name, the build's runtime operating
* system, and the Amazon S3 storage location where the build file is stored.</p>
* </li> <li> <p>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
* <code>upload-build</code> 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 <a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html">Uploading
* Objects</a> in the <i>Amazon S3 Developer Guide</i>). You can't update build
* files after uploading them to Amazon GameLift Amazon S3.</p> </li> </ul> <p>If
* successful, this action creates a new build resource with a unique build ID and
* places it in <code>INITIALIZED</code> status. When the build reaches
* <code>READY</code> status, you can create fleets with it.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">Uploading
* Your Game</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in Amazon S3</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild">AWS
* API Reference</a></p>
*/
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<typename CreateBuildRequestT = Model::CreateBuildRequest>
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<typename CreateBuildRequestT = Model::CreateBuildRequest>
void CreateBuildAsync(const CreateBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const CreateBuildRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::CreateBuild, request, handler, context);
}
/**
* <p>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.</p>
* <p>Define the fleet's container architecture using container group definitions.
* Each fleet can have one of the following container group types:</p> <ul> <li>
* <p>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. </p> </li> <li> <p>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.
* </p> </li> </ul> <p>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.</p> <p> <b>Request options</b> </p> <p>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.</p> <ul> <li> <p>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:</p> <ul> <li> <p>
* <code>FleetRoleArn</code> </p> </li> </ul> </li> <li> <p>Create a fleet with a
* game server container group. Provide the following required parameter
* values:</p> <ul> <li> <p> <code>FleetRoleArn</code> </p> </li> <li> <p>
* <code>GameServerContainerGroupDefinitionName</code> </p> </li> </ul> </li> <li>
* <p>Create a fleet with a game server container group and a per-instance
* container group. Provide the following required parameter values:</p> <ul> <li>
* <p> <code>FleetRoleArn</code> </p> </li> <li> <p>
* <code>GameServerContainerGroupDefinitionName</code> </p> </li> <li> <p>
* <code>PerInstanceContainerGroupDefinitionName</code> </p> </li> </ul> </li>
* </ul> <p> <b>Results</b> </p> <p>If successful, this operation creates a new
* container fleet resource, places it in <code>PENDING</code> status, and
* initiates the <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-all.html#fleets-creation-workflow">fleet
* creation workflow</a>. For fleets with container groups, this workflow starts a
* fleet deployment and transitions the status to <code>ACTIVE</code>. Fleets
* without a container group are placed in <code>CREATED</code> status.</p> <p>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.
* </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateContainerFleet">AWS
* API Reference</a></p>
*/
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<typename CreateContainerFleetRequestT = Model::CreateContainerFleetRequest>
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<typename CreateContainerFleetRequestT = Model::CreateContainerFleetRequest>
void CreateContainerFleetAsync(const CreateContainerFleetRequestT& request, const CreateContainerFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateContainerFleet, request, handler, context);
}
/**
* <p>Creates a <code>ContainerGroupDefinition</code> 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
* <a>CreateContainerFleet</a>. </p> <p>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.</p> <p>There
* are two types of container groups:</p> <ul> <li> <p>A <b>game server container
* group</b> has the containers that run your game server application and
* supporting software. A game server container group can have these container
* types:</p> <ul> <li> <p>Game server container. This container runs your game
* server. You can define one game server container in a game server container
* group.</p> </li> <li> <p>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.</p> </li> </ul> <p>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.</p> <p>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.</p> </li> <li> <p>A <b>per-instance container group</b> 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.</p>
* </li> </ul> <p>This operation requires Identity and Access Management
* (IAM) permissions to access container images in Amazon ECR repositories. See <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-iam-policy-examples.html">
* IAM permissions for Amazon GameLift</a> for help setting the appropriate
* permissions.</p> <p> <b>Request options</b> </p> <p>Use this operation
* to make the following types of requests. You can specify values for the minimum
* required parameters and customize optional values later.</p> <ul> <li> <p>Create
* a game server container group definition. Provide the following required
* parameter values:</p> <ul> <li> <p> <code>Name</code> </p> </li> <li> <p>
* <code>ContainerGroupType</code> (<code>GAME_SERVER</code>)</p> </li> <li> <p>
* <code>OperatingSystem</code> (omit to use default value)</p> </li> <li> <p>
* <code>TotalMemoryLimitMebibytes</code> (omit to use default value)</p> </li>
* <li> <p> <code>TotalVcpuLimit </code>(omit to use default value)</p> </li> <li>
* <p>At least one <code>GameServerContainerDefinition</code> </p> <ul> <li> <p>
* <code>ContainerName</code> </p> </li> <li> <p> <code>ImageUrl</code> </p> </li>
* <li> <p> <code>PortConfiguration</code> </p> </li> <li> <p>
* <code>ServerSdkVersion</code> (omit to use default value)</p> </li> </ul> </li>
* </ul> </li> <li> <p>Create a per-instance container group definition. Provide
* the following required parameter values:</p> <ul> <li> <p> <code>Name</code>
* </p> </li> <li> <p> <code>ContainerGroupType</code>
* (<code>PER_INSTANCE</code>)</p> </li> <li> <p> <code>OperatingSystem</code>
* (omit to use default value)</p> </li> <li> <p>
* <code>TotalMemoryLimitMebibytes</code> (omit to use default value)</p> </li>
* <li> <p> <code>TotalVcpuLimit </code>(omit to use default value)</p> </li> <li>
* <p>At least one <code>SupportContainerDefinition</code> </p> <ul> <li> <p>
* <code>ContainerName</code> </p> </li> <li> <p> <code>ImageUrl</code> </p> </li>
* </ul> </li> </ul> </li> </ul> <p> <b>Results</b> </p> <p>If successful, this
* request creates a <code>ContainerGroupDefinition</code> resource and assigns a
* unique ARN value. You can update most properties of a container group definition
* by calling <a>UpdateContainerGroupDefinition</a>, and optionally save the update
* as a new version.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateContainerGroupDefinition">AWS
* API Reference</a></p>
*/
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<typename CreateContainerGroupDefinitionRequestT = Model::CreateContainerGroupDefinitionRequest>
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<typename CreateContainerGroupDefinitionRequestT = Model::CreateContainerGroupDefinitionRequest>
void CreateContainerGroupDefinitionAsync(const CreateContainerGroupDefinitionRequestT& request, const CreateContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateContainerGroupDefinition, request, handler, context);
}
/**
* <p>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: </p>
* <p> <b>Managed EC2 fleet</b> </p> <p>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 <code>Compute</code>.</p> <p>To create an EC2 fleet, provide these
* required parameters:</p> <ul> <li> <p>Either <code>BuildId</code> or
* <code>ScriptId</code> </p> </li> <li> <p> <code>ComputeType</code> set to
* <code>EC2</code> (the default value)</p> </li> <li> <p>
* <code>EC2InboundPermissions</code> </p> </li> <li> <p>
* <code>EC2InstanceType</code> </p> </li> <li> <p> <code>FleetType</code> </p>
* </li> <li> <p> <code>Name</code> </p> </li> <li> <p>
* <code>RuntimeConfiguration</code> with at least one <code>ServerProcesses</code>
* configuration</p> </li> </ul> <p>If successful, this operation creates a new
* fleet resource and places it in <code>NEW</code> status while Amazon GameLift
* initiates the <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-all.html#fleets-creation-workflow">fleet
* creation workflow</a>. 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. </p> <p>When the fleet
* status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off
* for each location.</p> <p> <b>Anywhere fleet</b> </p> <p>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. </p> <p>To create an Anywhere fleet, provide these required
* parameters:</p> <ul> <li> <p> <code>ComputeType</code> set to
* <code>ANYWHERE</code> </p> </li> <li> <p> <code>Locations</code> specifying a
* custom location</p> </li> <li> <p> <code>Name</code> </p> </li> </ul> <p>If
* successful, this operation creates a new fleet resource and places it in
* <code>ACTIVE</code> status. You can register computes with a fleet in
* <code>ACTIVE</code> status. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug
* fleet creation issues</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Multi-location
* fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet">AWS
* API Reference</a></p>
*/
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<typename CreateFleetRequestT = Model::CreateFleetRequest>
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<typename CreateFleetRequestT = Model::CreateFleetRequest>
void CreateFleetAsync(const CreateFleetRequestT& request, const CreateFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateFleet, request, handler, context);
}
/**
* <p>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.</p>
* <p>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.</p> <p>To add
* fleet locations, specify the fleet to be updated and provide a list of one or
* more locations. </p> <p>If successful, this operation returns the list of added
* locations with their status set to <code>NEW</code>. 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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetEvents.html">DescribeFleetEvents</a>.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-editing.html#fleets-update-locations">Update
* fleet locations</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html">
* Amazon GameLift service locations</a> for managed hosting.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations">AWS
* API Reference</a></p>
*/
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<typename CreateFleetLocationsRequestT = Model::CreateFleetLocationsRequest>
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<typename CreateFleetLocationsRequestT = Model::CreateFleetLocationsRequest>
void CreateFleetLocationsAsync(const CreateFleetLocationsRequestT& request, const CreateFleetLocationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateFleetLocations, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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.</p> <p>Before creating a new game
* server group, you must have the following: </p> <ul> <li> <p>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
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html">
* Launching an Instance from a Launch Template</a> in the <i>Amazon Elastic
* Compute Cloud User Guide</i>. </p> </li> <li> <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html">Create
* IAM roles for cross-service interaction</a> in the <i>Amazon GameLift FleetIQ
* Developer Guide</i>.</p> </li> </ul> <p>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.</p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup">AWS
* API Reference</a></p>
*/
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<typename CreateGameServerGroupRequestT = Model::CreateGameServerGroupRequest>
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<typename CreateGameServerGroupRequestT = Model::CreateGameServerGroupRequest>
void CreateGameServerGroupAsync(const CreateGameServerGroupRequestT& request, const CreateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateGameServerGroup, request, handler, context);
}
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a>
* , which uses the FleetIQ algorithm and queues to optimize the placement
* process.</p> <p>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 <code>ACTIVE</code> status. </p> <p>You can use this operation
* in the following ways: </p> <ul> <li> <p>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. </p> </li> <li> <p>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. </p> </li> <li> <p>To
* create a game session on an instance in an Anywhere fleet, specify the fleet's
* custom location.</p> </li> </ul> <p>If successful, Amazon GameLift initiates a
* workflow to start a new game session and returns a <code>GameSession</code>
* object containing the game session configuration and status. When the game
* session status is <code>ACTIVE</code>, 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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>
* to change the game session's player session creation policy.</p> <p>Amazon
* GameLift retains logs for active for 14 days. To access the logs, call <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html">GetGameSessionLogUrl</a>
* to download the log files.</p> <p> <i>Available in Amazon GameLift Local.</i>
* </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a game session</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession">AWS
* API Reference</a></p>
*/
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<typename CreateGameSessionRequestT = Model::CreateGameSessionRequest>
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<typename CreateGameSessionRequestT = Model::CreateGameSessionRequest>
void CreateGameSessionAsync(const CreateGameSessionRequestT& request, const CreateGameSessionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateGameSession, request, handler, context);
}
/**
* <p>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. </p> <p>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.</p> <p>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.</p> <p>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.</p> <p>If successful, a new <code>GameSessionQueue</code>
* object is returned with an assigned queue ARN. New game session requests, which
* are submitted to queue with <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a>
* or <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchmaking.html">StartMatchmaking</a>,
* reference a queue's name or ARN. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html">
* Design a game session queue</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html">
* Create a game session queue</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html">CreateGameSessionQueue</a>
* | <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html">DescribeGameSessionQueues</a>
* | <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html">UpdateGameSessionQueue</a>
* | <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html">DeleteGameSessionQueue</a>
* | <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue">AWS
* API Reference</a></p>
*/
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<typename CreateGameSessionQueueRequestT = Model::CreateGameSessionQueueRequest>
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<typename CreateGameSessionQueueRequestT = Model::CreateGameSessionQueueRequest>
void CreateGameSessionQueueAsync(const CreateGameSessionQueueRequestT& request, const CreateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateGameSessionQueue, request, handler, context);
}
/**
* <p>Creates a custom location for use in an Anywhere fleet.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateLocation">AWS
* API Reference</a></p>
*/
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<typename CreateLocationRequestT = Model::CreateLocationRequest>
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<typename CreateLocationRequestT = Model::CreateLocationRequest>
void CreateLocationAsync(const CreateLocationRequestT& request, const CreateLocationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateLocation, request, handler, context);
}
/**
* <p>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. </p> <p>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.</p> <p>In
* addition, you must set up an Amazon Simple Notification Service topic to receive
* matchmaking notifications. Provide the topic ARN in the matchmaking
* configuration.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html">
* Design a FlexMatch matchmaker</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html">
* Set up FlexMatch event notification</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration">AWS
* API Reference</a></p>
*/
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<typename CreateMatchmakingConfigurationRequestT = Model::CreateMatchmakingConfigurationRequest>
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<typename CreateMatchmakingConfigurationRequestT = Model::CreateMatchmakingConfigurationRequest>
void CreateMatchmakingConfigurationAsync(const CreateMatchmakingConfigurationRequestT& request, const CreateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateMatchmakingConfiguration, request, handler, context);
}
/**
* <p>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.</p> <p>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.</p> <p>Since
* matchmaking rule sets cannot be edited, it is a good idea to check the rule set
* syntax using <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_ValidateMatchmakingRuleSet.html">ValidateMatchmakingRuleSet</a>
* before creating a new rule set.</p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build
* a rule set</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html">Design
* a matchmaker</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html">Matchmaking
* with FlexMatch</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet">AWS
* API Reference</a></p>
*/
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<typename CreateMatchmakingRuleSetRequestT = Model::CreateMatchmakingRuleSetRequest>
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<typename CreateMatchmakingRuleSetRequestT = Model::CreateMatchmakingRuleSetRequest>
void CreateMatchmakingRuleSetAsync(const CreateMatchmakingRuleSetRequestT& request, const CreateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateMatchmakingRuleSet, request, handler, context);
}
/**
* <p>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
* <code>ACTIVE</code> status and has a player creation policy of
* <code>ACCEPT_ALL</code>. You can add a group of players to a game session with
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSessions.html">CreatePlayerSessions</a>
* . </p> <p>To create a player session, specify a game session ID, player ID, and
* optionally a set of player data. </p> <p>If successful, a slot is reserved in
* the game session for the player and a new <code>PlayerSessions</code> 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. </p> <p>The maximum number of players per
* game session is 200. It is not adjustable. </p> <p> <b>Related actions</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession">AWS
* API Reference</a></p>
*/
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<typename CreatePlayerSessionRequestT = Model::CreatePlayerSessionRequest>
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<typename CreatePlayerSessionRequestT = Model::CreatePlayerSessionRequest>
void CreatePlayerSessionAsync(const CreatePlayerSessionRequestT& request, const CreatePlayerSessionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreatePlayerSession, request, handler, context);
}
/**
* <p>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
* <code>ACTIVE</code> status and has a player creation policy of
* <code>ACCEPT_ALL</code>. To add a single player to a game session, use <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSession.html">CreatePlayerSession</a>
* </p> <p>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. </p>
* <p>If successful, a slot is reserved in the game session for each player, and
* new <code>PlayerSession</code> 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.</p> <p>The maximum number of players per game session is 200. It is not
* adjustable. </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions">AWS
* API Reference</a></p>
*/
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<typename CreatePlayerSessionsRequestT = Model::CreatePlayerSessionsRequest>
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<typename CreatePlayerSessionsRequestT = Model::CreatePlayerSessionsRequest>
void CreatePlayerSessionsAsync(const CreatePlayerSessionsRequestT& request, const CreatePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreatePlayerSessions, request, handler, context);
}
/**
* <p>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.</p> <p>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: </p> <ul> <li> <p>A locally available
* directory. Use the <i>ZipFile</i> parameter for this option.</p> </li> <li>
* <p>An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web
* Services account. Use the <i>StorageLocation</i> 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. </p> </li> </ul> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set
* Up a Role for Amazon GameLift Access</a> </p> <p> <b>Related actions</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript">AWS
* API Reference</a></p>
*/
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<typename CreateScriptRequestT = Model::CreateScriptRequest>
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<typename CreateScriptRequestT = Model::CreateScriptRequest>
void CreateScriptAsync(const CreateScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const CreateScriptRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::CreateScript, request, handler, context);
}
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringConnection.html">CreateVpcPeeringConnection</a>
* to establish the peering connection. For more information, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>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.</p> <p>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. </p> <p>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.
* </p> <p>The authorization remains valid for 24 hours unless it is canceled. You
* must create or delete the peering connection while the authorization is valid.
* </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization">AWS
* API Reference</a></p>
*/
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<typename CreateVpcPeeringAuthorizationRequestT = Model::CreateVpcPeeringAuthorizationRequest>
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<typename CreateVpcPeeringAuthorizationRequestT = Model::CreateVpcPeeringAuthorizationRequest>
void CreateVpcPeeringAuthorizationAsync(const CreateVpcPeeringAuthorizationRequestT& request, const CreateVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateVpcPeeringAuthorization, request, handler, context);
}
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
* Peering with Amazon GameLift Fleets</a>.</p> <p>Before calling this operation to
* establish the peering connection, you first need to use <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringAuthorization.html">CreateVpcPeeringAuthorization</a>
* 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. </p> <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeVpcPeeringConnections.html">DescribeVpcPeeringConnections</a>
* , or by monitoring fleet events for success or failure using <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetEvents.html">DescribeFleetEvents</a>
* . </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection">AWS
* API Reference</a></p>
*/
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<typename CreateVpcPeeringConnectionRequestT = Model::CreateVpcPeeringConnectionRequest>
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<typename CreateVpcPeeringConnectionRequestT = Model::CreateVpcPeeringConnectionRequest>
void CreateVpcPeeringConnectionAsync(const CreateVpcPeeringConnectionRequestT& request, const CreateVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::CreateVpcPeeringConnection, request, handler, context);
}
/**
* <p>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.</p> <p>
* <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias">AWS
* API Reference</a></p>
*/
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<typename DeleteAliasRequestT = Model::DeleteAliasRequest>
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<typename DeleteAliasRequestT = Model::DeleteAliasRequest>
void DeleteAliasAsync(const DeleteAliasRequestT& request, const DeleteAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteAlias, request, handler, context);
}
/**
* <p>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.</p> <p>To delete a build, specify the build ID. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild">AWS
* API Reference</a></p>
*/
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<typename DeleteBuildRequestT = Model::DeleteBuildRequest>
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<typename DeleteBuildRequestT = Model::DeleteBuildRequest>
void DeleteBuildAsync(const DeleteBuildRequestT& request, const DeleteBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteBuild, request, handler, context);
}
/**
* <p>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 <code>ACTIVE</code> status to be deleted.</p> <p>To
* delete a fleet, specify the fleet ID to be terminated. During the deletion
* process, the fleet status is changed to <code>DELETING</code>. </p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift Fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteContainerFleet">AWS
* API Reference</a></p>
*/
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<typename DeleteContainerFleetRequestT = Model::DeleteContainerFleetRequest>
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<typename DeleteContainerFleetRequestT = Model::DeleteContainerFleetRequest>
void DeleteContainerFleetAsync(const DeleteContainerFleetRequestT& request, const DeleteContainerFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteContainerFleet, request, handler, context);
}
/**
* <p>Deletes a container group definition. You can delete a container group
* definition if there are no fleets using the definition. </p> <p> <b>Request
* options:</b> </p> <ul> <li> <p>Delete an entire container group definition,
* including all versions. Specify the container group definition name, or use an
* ARN value without the version number.</p> </li> <li> <p>Delete a particular
* version. Specify the container group definition name and a version number, or
* use an ARN value that includes the version number.</p> </li> <li> <p>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
* <code>VersionCountToRetain</code> to 5 to delete all but the five most recent
* versions.</p> </li> </ul> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html">Manage
* a container group definition</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteContainerGroupDefinition">AWS
* API Reference</a></p>
*/
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<typename DeleteContainerGroupDefinitionRequestT = Model::DeleteContainerGroupDefinitionRequest>
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<typename DeleteContainerGroupDefinitionRequestT = Model::DeleteContainerGroupDefinitionRequest>
void DeleteContainerGroupDefinitionAsync(const DeleteContainerGroupDefinitionRequestT& request, const DeleteContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteContainerGroupDefinition, request, handler, context);
}
/**
* <p>Deletes all resources and information related to a fleet and shuts down any
* currently running fleet instances, including those in remote locations.</p>
* <p>If the fleet being deleted has a VPC peering connection, you first
* need to get a valid authorization (good for 24 hours) by calling <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringAuthorization.html">CreateVpcPeeringAuthorization</a>.
* You don't need to explicitly delete the VPC peering connection.</p>
* <p>To delete a fleet, specify the fleet ID to be terminated. During the deletion
* process, the fleet status is changed to <code>DELETING</code>. When completed,
* the status switches to <code>TERMINATED</code> and the fleet event
* <code>FLEET_DELETED</code> is emitted.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift Fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet">AWS
* API Reference</a></p>
*/
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<typename DeleteFleetRequestT = Model::DeleteFleetRequest>
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<typename DeleteFleetRequestT = Model::DeleteFleetRequest>
void DeleteFleetAsync(const DeleteFleetRequestT& request, const DeleteFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteFleet, request, handler, context);
}
/**
* <p>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. </p> <p>To delete fleet locations, identify the fleet ID and provide
* a list of the locations to be deleted. </p> <p>If successful, GameLift sets the
* location status to <code>DELETING</code>, and begins to shut down existing
* server processes and terminate instances in each location being deleted. When
* completed, the location status changes to <code>TERMINATED</code>.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations">AWS
* API Reference</a></p>
*/
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<typename DeleteFleetLocationsRequestT = Model::DeleteFleetLocationsRequest>
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<typename DeleteFleetLocationsRequestT = Model::DeleteFleetLocationsRequest>
void DeleteFleetLocationsAsync(const DeleteFleetLocationsRequestT& request, const DeleteFleetLocationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteFleetLocations, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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:</p> <ul> <li> <p>The game server group</p> </li> <li> <p>The
* corresponding Auto Scaling group</p> </li> <li> <p>All game servers that are
* currently running in the group</p> </li> </ul> <p>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
* <code>ACTIVE</code> or <code>ERROR</code> status.</p> <p>If the delete request
* is successful, a series of operations are kicked off. The game server group
* status is changed to <code>DELETE_SCHEDULED</code>, 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 <code>ERROR</code> status.</p> <p>Amazon GameLift
* FleetIQ emits delete events to Amazon CloudWatch.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup">AWS
* API Reference</a></p>
*/
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<typename DeleteGameServerGroupRequestT = Model::DeleteGameServerGroupRequest>
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<typename DeleteGameServerGroupRequestT = Model::DeleteGameServerGroupRequest>
void DeleteGameServerGroupAsync(const DeleteGameServerGroupRequestT& request, const DeleteGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteGameServerGroup, request, handler, context);
}
/**
* <p>Deletes a game session queue. Once a queue is successfully deleted,
* unfulfilled <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a>
* requests that reference the queue will fail. To delete a queue, specify the
* queue name.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue">AWS
* API Reference</a></p>
*/
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<typename DeleteGameSessionQueueRequestT = Model::DeleteGameSessionQueueRequest>
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<typename DeleteGameSessionQueueRequestT = Model::DeleteGameSessionQueueRequest>
void DeleteGameSessionQueueAsync(const DeleteGameSessionQueueRequestT& request, const DeleteGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteGameSessionQueue, request, handler, context);
}
/**
* <p>Deletes a custom location.</p> <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeregisterCompute.html">DeregisterCompute</a>.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteLocation">AWS
* API Reference</a></p>
*/
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<typename DeleteLocationRequestT = Model::DeleteLocationRequest>
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<typename DeleteLocationRequestT = Model::DeleteLocationRequest>
void DeleteLocationAsync(const DeleteLocationRequestT& request, const DeleteLocationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteLocation, request, handler, context);
}
/**
* <p>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.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration">AWS
* API Reference</a></p>
*/
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<typename DeleteMatchmakingConfigurationRequestT = Model::DeleteMatchmakingConfigurationRequest>
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<typename DeleteMatchmakingConfigurationRequestT = Model::DeleteMatchmakingConfigurationRequest>
void DeleteMatchmakingConfigurationAsync(const DeleteMatchmakingConfigurationRequestT& request, const DeleteMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteMatchmakingConfiguration, request, handler, context);
}
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build
* a rule set</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet">AWS
* API Reference</a></p>
*/
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<typename DeleteMatchmakingRuleSetRequestT = Model::DeleteMatchmakingRuleSetRequest>
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<typename DeleteMatchmakingRuleSetRequestT = Model::DeleteMatchmakingRuleSetRequest>
void DeleteMatchmakingRuleSetAsync(const DeleteMatchmakingRuleSetRequestT& request, const DeleteMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteMatchmakingRuleSet, request, handler, context);
}
/**
* <p>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.</p>
* <p>To temporarily suspend scaling policies, use <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html">StopFleetActions</a>.
* This operation suspends all policies for the fleet.</p><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy">AWS
* API Reference</a></p>
*/
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<typename DeleteScalingPolicyRequestT = Model::DeleteScalingPolicyRequest>
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<typename DeleteScalingPolicyRequestT = Model::DeleteScalingPolicyRequest>
void DeleteScalingPolicyAsync(const DeleteScalingPolicyRequestT& request, const DeleteScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteScalingPolicy, request, handler, context);
}
/**
* <p>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). </p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript">AWS
* API Reference</a></p>
*/
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<typename DeleteScriptRequestT = Model::DeleteScriptRequest>
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<typename DeleteScriptRequestT = Model::DeleteScriptRequest>
void DeleteScriptAsync(const DeleteScriptRequestT& request, const DeleteScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteScript, request, handler, context);
}
/**
* <p>Cancels a pending VPC peering authorization for the specified VPC. If you
* need to delete an existing VPC peering connection, use <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteVpcPeeringConnection.html">DeleteVpcPeeringConnection</a>.</p>
* <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization">AWS
* API Reference</a></p>
*/
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<typename DeleteVpcPeeringAuthorizationRequestT = Model::DeleteVpcPeeringAuthorizationRequest>
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<typename DeleteVpcPeeringAuthorizationRequestT = Model::DeleteVpcPeeringAuthorizationRequest>
void DeleteVpcPeeringAuthorizationAsync(const DeleteVpcPeeringAuthorizationRequestT& request, const DeleteVpcPeeringAuthorizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteVpcPeeringAuthorization, request, handler, context);
}
/**
* <p>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..
* </p> <p>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. </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection">AWS
* API Reference</a></p>
*/
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<typename DeleteVpcPeeringConnectionRequestT = Model::DeleteVpcPeeringConnectionRequest>
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<typename DeleteVpcPeeringConnectionRequestT = Model::DeleteVpcPeeringConnectionRequest>
void DeleteVpcPeeringConnectionAsync(const DeleteVpcPeeringConnectionRequestT& request, const DeleteVpcPeeringConnectionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeleteVpcPeeringConnection, request, handler, context);
}
/**
* <p>Removes a compute resource from an Amazon GameLift Anywhere fleet.
* Deregistered computes can no longer host game sessions through Amazon
* GameLift.</p> <p>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. </p>
* <p>To deregister a compute, call this operation from the compute that's being
* deregistered and specify the compute name and the fleet ID. </p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterCompute">AWS
* API Reference</a></p>
*/
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<typename DeregisterComputeRequestT = Model::DeregisterComputeRequest>
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<typename DeregisterComputeRequestT = Model::DeregisterComputeRequest>
void DeregisterComputeAsync(const DeregisterComputeRequestT& request, const DeregisterComputeResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeregisterCompute, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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. </p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer">AWS
* API Reference</a></p>
*/
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<typename DeregisterGameServerRequestT = Model::DeregisterGameServerRequest>
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<typename DeregisterGameServerRequestT = Model::DeregisterGameServerRequest>
void DeregisterGameServerAsync(const DeregisterGameServerRequestT& request, const DeregisterGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DeregisterGameServer, request, handler, context);
}
/**
* <p>Retrieves properties for an alias. This operation returns all alias metadata
* and settings. To get an alias's target fleet ID only, use
* <code>ResolveAlias</code>. </p> <p>To get alias properties, specify the alias
* ID. If successful, the requested alias record is returned.</p> <p> <b>Related
* actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias">AWS
* API Reference</a></p>
*/
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<typename DescribeAliasRequestT = Model::DescribeAliasRequest>
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<typename DescribeAliasRequestT = Model::DescribeAliasRequest>
void DescribeAliasAsync(const DescribeAliasRequestT& request, const DescribeAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeAlias, request, handler, context);
}
/**
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild">AWS
* API Reference</a></p>
*/
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<typename DescribeBuildRequestT = Model::DescribeBuildRequest>
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<typename DescribeBuildRequestT = Model::DescribeBuildRequest>
void DescribeBuildAsync(const DescribeBuildRequestT& request, const DescribeBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeBuild, request, handler, context);
}
/**
* <p>Retrieves properties for a compute resource in an Amazon GameLift fleet. To
* get a list of all computes in a fleet, call <a>ListCompute</a>. </p> <p>To
* request information on a specific compute, provide the fleet ID and compute
* name.</p> <p>If successful, this operation returns details for the requested
* compute resource. Depending on the fleet's compute type, the result includes the
* following information: </p> <ul> <li> <p>For managed EC2 fleets, this operation
* returns information about the EC2 instance.</p> </li> <li> <p>For Anywhere
* fleets, this operation returns information about the registered compute.</p>
* </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeCompute">AWS
* API Reference</a></p>
*/
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<typename DescribeComputeRequestT = Model::DescribeComputeRequest>
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<typename DescribeComputeRequestT = Model::DescribeComputeRequest>
void DescribeComputeAsync(const DescribeComputeRequestT& request, const DescribeComputeResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeCompute, request, handler, context);
}
/**
* <p>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. </p> <p> <b>Request options</b> </p> <ul> <li> <p>Get
* container fleet properties for a single fleet. Provide either the fleet ID or
* ARN value. </p> </li> </ul> <p> <b>Results</b> </p> <p>If successful, a
* <code>ContainerFleet</code> object is returned. This object includes the fleet
* properties, including information about the most recent deployment.</p>
* <p>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.</p> <p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeContainerFleet">AWS
* API Reference</a></p>
*/
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<typename DescribeContainerFleetRequestT = Model::DescribeContainerFleetRequest>
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<typename DescribeContainerFleetRequestT = Model::DescribeContainerFleetRequest>
void DescribeContainerFleetAsync(const DescribeContainerFleetRequestT& request, const DescribeContainerFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeContainerFleet, request, handler, context);
}
/**
* <p>Retrieves the properties of a container group definition, including all
* container definitions in the group. </p> <p> <b>Request options:</b> </p> <ul>
* <li> <p>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.</p> </li> <li> <p>Retrieve a particular version. Specify the container
* group definition name and a version number, or use an ARN value that includes
* the version number.</p> </li> </ul> <p> <b>Results:</b> </p> <p>If successful,
* this operation returns the complete properties of a container group definition
* version.</p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html">Manage
* a container group definition</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeContainerGroupDefinition">AWS
* API Reference</a></p>
*/
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<typename DescribeContainerGroupDefinitionRequestT = Model::DescribeContainerGroupDefinitionRequest>
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<typename DescribeContainerGroupDefinitionRequestT = Model::DescribeContainerGroupDefinitionRequest>
void DescribeContainerGroupDefinitionAsync(const DescribeContainerGroupDefinitionRequestT& request, const DescribeContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeContainerGroupDefinition, request, handler, context);
}
/**
* <p>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 <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2
* Instance Types</a>. 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 <b>Service limits</b>
* page in the Amazon GameLift console.</p> <p>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: </p> <ul> <li> <p>Request
* specifies the Region <code>ap-northeast-1</code> with no location. The result is
* limits and usage data on all instance types that are deployed in
* <code>us-east-2</code>, by all of the fleets that reside in
* <code>ap-northeast-1</code>. </p> </li> <li> <p>Request specifies the Region
* <code>us-east-1</code> with location <code>ca-central-1</code>. The result is
* limits and usage data on all instance types that are deployed in
* <code>ca-central-1</code>, by all of the fleets that reside in
* <code>us-east-2</code>. These limits do not affect fleets in any other Regions
* that deploy instances to <code>ca-central-1</code>.</p> </li> <li> <p>Request
* specifies the Region <code>eu-west-1</code> with location
* <code>ca-central-1</code>. The result is limits and usage data on all instance
* types that are deployed in <code>ca-central-1</code>, by all of the fleets that
* reside in <code>eu-west-1</code>.</p> </li> </ul> <p>This operation can be used
* in the following ways:</p> <ul> <li> <p>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.</p> </li> <li> <p>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.</p> </li> </ul> <p>If successful, an
* <code>EC2InstanceLimits</code> object is returned with limits and usage data for
* each requested instance type.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits">AWS
* API Reference</a></p>
*/
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<typename DescribeEC2InstanceLimitsRequestT = Model::DescribeEC2InstanceLimitsRequest>
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<typename DescribeEC2InstanceLimitsRequestT = Model::DescribeEC2InstanceLimitsRequest>
void DescribeEC2InstanceLimitsAsync(const DescribeEC2InstanceLimitsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeEC2InstanceLimitsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeEC2InstanceLimits, request, handler, context);
}
/**
* <p>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.</p> <p>You can use this operation in the following
* ways: </p> <ul> <li> <p>To get attributes for specific fleets, provide a list of
* fleet IDs or fleet ARNs.</p> </li> <li> <p>To get attributes for all fleets, do
* not provide a fleet identifier.</p> </li> </ul> <p>When requesting attributes
* for multiple fleets, use the pagination parameters to retrieve results as a set
* of sequential pages. </p> <p>If successful, a <code>FleetAttributes</code>
* object is returned for each fleet requested, unless the fleet identifier is not
* found. </p> <p>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.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetAttributesRequestT = Model::DescribeFleetAttributesRequest>
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<typename DescribeFleetAttributesRequestT = Model::DescribeFleetAttributesRequest>
void DescribeFleetAttributesAsync(const DescribeFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeFleetAttributesRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetAttributes, request, handler, context);
}
/**
* <p>Retrieves the resource capacity settings for one or more fleets. For a
* container fleet, this operation also returns counts for game server container
* groups.</p> <p>With multi-location fleets, this operation retrieves data for the
* fleet's home Region only. To retrieve capacity for remote locations, see
* <a>DescribeFleetLocationCapacity</a>.</p> <p>This operation can be used in the
* following ways: </p> <ul> <li> <p>To get capacity data for one or more specific
* fleets, provide a list of fleet IDs or fleet ARNs. </p> </li> <li> <p>To get
* capacity data for all fleets, do not provide a fleet identifier. </p> </li>
* </ul> <p>When requesting multiple fleets, use the pagination parameters to
* retrieve results as a set of sequential pages. </p> <p>If successful, a
* <code>FleetCapacity</code> object is returned for each requested fleet ID. Each
* <code>FleetCapacity</code> object includes a <code>Location</code> property,
* which is set to the fleet's home Region. Capacity values are returned only for
* fleets that currently exist.</p> <p>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.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* metrics for fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetCapacityRequestT = Model::DescribeFleetCapacityRequest>
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<typename DescribeFleetCapacityRequestT = Model::DescribeFleetCapacityRequest>
void DescribeFleetCapacityAsync(const DescribeFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeFleetCapacityRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetCapacity, request, handler, context);
}
/**
* <p>Retrieves information about a managed container fleet deployment. </p> <p>
* <b>Request options</b> </p> <ul> <li> <p>Get information about the latest
* deployment for a specific fleet. Provide the fleet ID or ARN.</p> </li> <li> <p>
* Get information about a specific deployment. Provide the fleet ID or ARN and the
* deployment ID.</p> </li> </ul> <p> <b>Results</b> </p> <p>If successful, a
* <code>FleetDeployment</code> object is returned.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetDeployment">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetDeploymentRequestT = Model::DescribeFleetDeploymentRequest>
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<typename DescribeFleetDeploymentRequestT = Model::DescribeFleetDeploymentRequest>
void DescribeFleetDeploymentAsync(const DescribeFleetDeploymentRequestT& request, const DescribeFleetDeploymentResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetDeployment, request, handler, context);
}
/**
* <p>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. </p> <p>You can specify a
* time range to limit the result set. Use the pagination parameters to retrieve
* results as a set of sequential pages. </p> <p>If successful, a collection of
* event log entries matching the request are returned.</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetEventsRequestT = Model::DescribeFleetEventsRequest>
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<typename DescribeFleetEventsRequestT = Model::DescribeFleetEventsRequest>
void DescribeFleetEventsAsync(const DescribeFleetEventsRequestT& request, const DescribeFleetEventsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetEvents, request, handler, context);
}
/**
* <p>Retrieves information on a fleet's remote locations, including life-cycle
* status and any suspended fleet activity. </p> <p>This operation can be used in
* the following ways: </p> <ul> <li> <p>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. </p> </li> <li> <p>To get data for all
* locations, provide a fleet identifier only. Location data is returned in no
* particular order. </p> </li> </ul> <p>When requesting attributes for multiple
* locations, use the pagination parameters to retrieve results as a set of
* sequential pages. </p> <p>If successful, a <code>LocationAttributes</code>
* 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
* <code>DescribeFleetAttributes</code>.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html">
* Amazon GameLift service locations</a> for managed hosting</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetLocationAttributesRequestT = Model::DescribeFleetLocationAttributesRequest>
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<typename DescribeFleetLocationAttributesRequestT = Model::DescribeFleetLocationAttributesRequest>
void DescribeFleetLocationAttributesAsync(const DescribeFleetLocationAttributesRequestT& request, const DescribeFleetLocationAttributesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetLocationAttributes, request, handler, context);
}
/**
* <p>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.</p>
* <p>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
* <code>DescribeFleetCapacity</code>).</p> <p>To retrieve capacity data, identify
* a fleet and location. </p> <p>If successful, a <code>FleetCapacity</code> object
* is returned for the requested fleet location. </p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html">
* Amazon GameLift service locations</a> for managed hosting</p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* metrics for fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetLocationCapacityRequestT = Model::DescribeFleetLocationCapacityRequest>
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<typename DescribeFleetLocationCapacityRequestT = Model::DescribeFleetLocationCapacityRequest>
void DescribeFleetLocationCapacityAsync(const DescribeFleetLocationCapacityRequestT& request, const DescribeFleetLocationCapacityResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetLocationCapacity, request, handler, context);
}
/**
* <p>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
* <code>DescribeFleetUtilization</code>).</p> <p>To retrieve utilization data,
* identify a fleet and location. </p> <p>If successful, a
* <code>FleetUtilization</code> object is returned for the requested fleet
* location. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html">
* Amazon GameLift service locations</a> for managed hosting</p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* metrics for fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetLocationUtilizationRequestT = Model::DescribeFleetLocationUtilizationRequest>
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<typename DescribeFleetLocationUtilizationRequestT = Model::DescribeFleetLocationUtilizationRequest>
void DescribeFleetLocationUtilizationAsync(const DescribeFleetLocationUtilizationRequestT& request, const DescribeFleetLocationUtilizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetLocationUtilization, request, handler, context);
}
/**
* <p>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. </p> <p>Use this operation in
* the following ways: </p> <ul> <li> <p>To retrieve the port settings for a fleet,
* identify the fleet's unique identifier. </p> </li> <li> <p>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.
* </p> </li> </ul> <p>If successful, a set of <code>IpPermission</code> 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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetPortSettingsRequestT = Model::DescribeFleetPortSettingsRequest>
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<typename DescribeFleetPortSettingsRequestT = Model::DescribeFleetPortSettingsRequest>
void DescribeFleetPortSettingsAsync(const DescribeFleetPortSettingsRequestT& request, const DescribeFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetPortSettings, request, handler, context);
}
/**
* <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationUtilization.html">DescribeFleetLocationUtilization</a>
* to get utilization statistics for a fleet's remote locations.</p> <p>This
* operation can be used in the following ways: </p> <ul> <li> <p>To get
* utilization data for one or more specific fleets, provide a list of fleet IDs or
* fleet ARNs. </p> </li> <li> <p>To get utilization data for all fleets, do not
* provide a fleet identifier. </p> </li> </ul> <p>When requesting multiple fleets,
* use the pagination parameters to retrieve results as a set of sequential pages.
* </p> <p>If successful, a <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_FleetUtilization.html">FleetUtilization</a>
* object is returned for each requested fleet ID, unless the fleet identifier is
* not found. Each fleet utilization object includes a <code>Location</code>
* property, which is set to the fleet's home Region. </p> <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift Fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet">GameLift
* Metrics for Fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization">AWS
* API Reference</a></p>
*/
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<typename DescribeFleetUtilizationRequestT = Model::DescribeFleetUtilizationRequest>
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<typename DescribeFleetUtilizationRequestT = Model::DescribeFleetUtilizationRequest>
void DescribeFleetUtilizationAsync(const DescribeFleetUtilizationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeFleetUtilizationRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeFleetUtilization, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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. </p> <p>To retrieve game server information,
* specify the game server ID. If successful, the requested game server object is
* returned. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer">AWS
* API Reference</a></p>
*/
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<typename DescribeGameServerRequestT = Model::DescribeGameServerRequest>
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<typename DescribeGameServerRequestT = Model::DescribeGameServerRequest>
void DescribeGameServerAsync(const DescribeGameServerRequestT& request, const DescribeGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameServer, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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.</p> <p>To get attributes for a game server group,
* provide a group name or ARN value. If successful, a <code>GameServerGroup</code>
* object is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup">AWS
* API Reference</a></p>
*/
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<typename DescribeGameServerGroupRequestT = Model::DescribeGameServerGroupRequest>
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<typename DescribeGameServerGroupRequestT = Model::DescribeGameServerGroupRequest>
void DescribeGameServerGroupAsync(const DescribeGameServerGroupRequestT& request, const DescribeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameServerGroup, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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.</p> <p>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 <code>GameServerInstance</code> objects is returned. </p>
* <p>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.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances">AWS
* API Reference</a></p>
*/
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<typename DescribeGameServerInstancesRequestT = Model::DescribeGameServerInstancesRequest>
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<typename DescribeGameServerInstancesRequestT = Model::DescribeGameServerInstancesRequest>
void DescribeGameServerInstancesAsync(const DescribeGameServerInstancesRequestT& request, const DescribeGameServerInstancesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameServerInstances, request, handler, context);
}
/**
* <p>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.</p> <p>This operation can be used in the following ways: </p> <ul> <li>
* <p>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.</p> </li> <li> <p>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.</p> </li> <li> <p>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.</p> </li> </ul> <p>Use the pagination
* parameters to retrieve results as a set of sequential pages. </p> <p>If
* successful, a <code>GameSessionDetail</code> object is returned for each game
* session that matches the request.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find">Find
* a game session</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails">AWS
* API Reference</a></p>
*/
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<typename DescribeGameSessionDetailsRequestT = Model::DescribeGameSessionDetailsRequest>
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<typename DescribeGameSessionDetailsRequestT = Model::DescribeGameSessionDetailsRequest>
void DescribeGameSessionDetailsAsync(const DescribeGameSessionDetailsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeGameSessionDetailsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessionDetails, request, handler, context);
}
/**
* <p>Retrieves information, including current status, about a game session
* placement request. </p> <p>To get game session placement details, specify the
* placement ID.</p> <p>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 <code>DescribeGameSessionPlacement</code>
* should only be used for games in development with low game session usage.
* </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement">AWS
* API Reference</a></p>
*/
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<typename DescribeGameSessionPlacementRequestT = Model::DescribeGameSessionPlacementRequest>
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<typename DescribeGameSessionPlacementRequestT = Model::DescribeGameSessionPlacementRequest>
void DescribeGameSessionPlacementAsync(const DescribeGameSessionPlacementRequestT& request, const DescribeGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessionPlacement, request, handler, context);
}
/**
* <p>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.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html">
* View Your Queues</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues">AWS
* API Reference</a></p>
*/
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<typename DescribeGameSessionQueuesRequestT = Model::DescribeGameSessionQueuesRequest>
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<typename DescribeGameSessionQueuesRequestT = Model::DescribeGameSessionQueuesRequest>
void DescribeGameSessionQueuesAsync(const DescribeGameSessionQueuesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeGameSessionQueuesRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessionQueues, request, handler, context);
}
/**
* <p>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.</p>
* <p>This operation can be used in the following ways: </p> <ul> <li> <p>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.</p> </li> <li> <p>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.</p> </li> <li> <p>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.</p>
* </li> </ul> <p>Use the pagination parameters to retrieve results as a set of
* sequential pages. </p> <p>If successful, a <code>GameSession</code> object is
* returned for each game session that matches the request.</p> <p>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
* <code>DescribeGameSessions</code> should only be used for games in development
* with low game session usage. </p> <p> <i>Available in Amazon GameLift Local.</i>
* </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find">Find
* a game session</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions">AWS
* API Reference</a></p>
*/
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<typename DescribeGameSessionsRequestT = Model::DescribeGameSessionsRequest>
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<typename DescribeGameSessionsRequestT = Model::DescribeGameSessionsRequest>
void DescribeGameSessionsAsync(const DescribeGameSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeGameSessionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeGameSessions, request, handler, context);
}
/**
* <p>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 <a>ListCompute</a> and
* <a>DescribeCompute</a> to retrieve information for compute resources, including
* EC2 and Anywhere fleets.</p> <p>You can call this operation in the following
* ways:</p> <ul> <li> <p>To get information on all instances in a fleet's home
* Region, specify the fleet ID.</p> </li> <li> <p>To get information on all
* instances in a fleet's remote location, specify the fleet ID and location
* name.</p> </li> <li> <p>To get information on a specific instance in a fleet,
* specify the fleet ID and instance ID.</p> </li> </ul> <p>Use the pagination
* parameters to retrieve results as a set of sequential pages. </p> <p>If
* successful, this operation returns <code>Instance</code> objects for each
* requested instance, listed in no particular order. If you call this operation
* for an Anywhere fleet, you receive an InvalidRequestException.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* connect to fleet instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* fleet issues</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances">AWS
* API Reference</a></p>
*/
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<typename DescribeInstancesRequestT = Model::DescribeInstancesRequest>
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<typename DescribeInstancesRequestT = Model::DescribeInstancesRequest>
void DescribeInstancesAsync(const DescribeInstancesRequestT& request, const DescribeInstancesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeInstances, request, handler, context);
}
/**
* <p>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. </p> <p>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.</p>
* <p>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.</p> <p/> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
* Add FlexMatch to a game client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html">
* Set Up FlexMatch event notification</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking">AWS
* API Reference</a></p>
*/
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<typename DescribeMatchmakingRequestT = Model::DescribeMatchmakingRequest>
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<typename DescribeMatchmakingRequestT = Model::DescribeMatchmakingRequest>
void DescribeMatchmakingAsync(const DescribeMatchmakingRequestT& request, const DescribeMatchmakingResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeMatchmaking, request, handler, context);
}
/**
* <p>Retrieves the details of FlexMatch matchmaking configurations. </p> <p>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. </p> <p>If successful, a configuration is returned for each
* requested name. When specifying a list of names, only configurations that
* currently exist are returned. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html">
* Setting up FlexMatch matchmakers</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations">AWS
* API Reference</a></p>
*/
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<typename DescribeMatchmakingConfigurationsRequestT = Model::DescribeMatchmakingConfigurationsRequest>
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<typename DescribeMatchmakingConfigurationsRequestT = Model::DescribeMatchmakingConfigurationsRequest>
void DescribeMatchmakingConfigurationsAsync(const DescribeMatchmakingConfigurationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeMatchmakingConfigurationsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeMatchmakingConfigurations, request, handler, context);
}
/**
* <p>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. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build
* a rule set</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets">AWS
* API Reference</a></p>
*/
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<typename DescribeMatchmakingRuleSetsRequestT = Model::DescribeMatchmakingRuleSetsRequest>
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<typename DescribeMatchmakingRuleSetsRequestT = Model::DescribeMatchmakingRuleSetsRequest>
void DescribeMatchmakingRuleSetsAsync(const DescribeMatchmakingRuleSetsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeMatchmakingRuleSetsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeMatchmakingRuleSets, request, handler, context);
}
/**
* <p>Retrieves properties for one or more player sessions. </p> <p>This action can
* be used in the following ways: </p> <ul> <li> <p>To retrieve a specific player
* session, provide the player session ID only.</p> </li> <li> <p>To retrieve all
* player sessions in a game session, provide the game session ID only.</p> </li>
* <li> <p>To retrieve all player sessions for a specific player, provide a player
* ID only.</p> </li> </ul> <p>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 <code>PlayerSessionId</code> or
* <code>PlayerId</code>, Amazon GameLift ignores the filter criteria. Use the
* pagination parameters to retrieve results as a set of sequential pages. </p>
* <p>If successful, a <code>PlayerSession</code> object is returned for each
* session that matches the request.</p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions">AWS
* API Reference</a></p>
*/
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<typename DescribePlayerSessionsRequestT = Model::DescribePlayerSessionsRequest>
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<typename DescribePlayerSessionsRequestT = Model::DescribePlayerSessionsRequest>
void DescribePlayerSessionsAsync(const DescribePlayerSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribePlayerSessionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribePlayerSessions, request, handler, context);
}
/**
* <p>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
* <a>UpdateRuntimeConfiguration</a>.</p> <p>To get the current runtime
* configuration for a fleet, provide the fleet ID. </p> <p>If successful, a
* <code>RuntimeConfiguration</code> object is returned for the requested fleet. If
* the requested fleet has been deleted, the result set is empty.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html">Running
* multiple processes on a fleet</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration">AWS
* API Reference</a></p>
*/
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<typename DescribeRuntimeConfigurationRequestT = Model::DescribeRuntimeConfigurationRequest>
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<typename DescribeRuntimeConfigurationRequestT = Model::DescribeRuntimeConfigurationRequest>
void DescribeRuntimeConfigurationAsync(const DescribeRuntimeConfigurationRequestT& request, const DescribeRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeRuntimeConfiguration, request, handler, context);
}
/**
* <p>Retrieves all scaling policies applied to a fleet.</p> <p>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 <code>ScalingPolicy</code> objects is returned for the fleet.</p> <p>A fleet
* may have all of its scaling policies suspended. This operation does not affect
* the status of the scaling policies, which remains ACTIVE.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies">AWS
* API Reference</a></p>
*/
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<typename DescribeScalingPoliciesRequestT = Model::DescribeScalingPoliciesRequest>
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<typename DescribeScalingPoliciesRequestT = Model::DescribeScalingPoliciesRequest>
void DescribeScalingPoliciesAsync(const DescribeScalingPoliciesRequestT& request, const DescribeScalingPoliciesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeScalingPolicies, request, handler, context);
}
/**
* <p>Retrieves properties for a Realtime script. </p> <p>To request a script
* record, specify the script ID. If successful, an object containing the script
* properties is returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript">AWS
* API Reference</a></p>
*/
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<typename DescribeScriptRequestT = Model::DescribeScriptRequest>
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<typename DescribeScriptRequestT = Model::DescribeScriptRequest>
void DescribeScriptAsync(const DescribeScriptRequestT& request, const DescribeScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::DescribeScript, request, handler, context);
}
/**
* <p>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. </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations">AWS
* API Reference</a></p>
*/
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<typename DescribeVpcPeeringAuthorizationsRequestT = Model::DescribeVpcPeeringAuthorizationsRequest>
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<typename DescribeVpcPeeringAuthorizationsRequestT = Model::DescribeVpcPeeringAuthorizationsRequest>
void DescribeVpcPeeringAuthorizationsAsync(const DescribeVpcPeeringAuthorizationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeVpcPeeringAuthorizationsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeVpcPeeringAuthorizations, request, handler, context);
}
/**
* <p>Retrieves information on VPC peering connections. Use this operation to get
* peering information for all fleets or for one specific fleet ID. </p> <p>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. </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections">AWS
* API Reference</a></p>
*/
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<typename DescribeVpcPeeringConnectionsRequestT = Model::DescribeVpcPeeringConnectionsRequest>
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<typename DescribeVpcPeeringConnectionsRequestT = Model::DescribeVpcPeeringConnectionsRequest>
void DescribeVpcPeeringConnectionsAsync(const DescribeVpcPeeringConnectionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const DescribeVpcPeeringConnectionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::DescribeVpcPeeringConnections, request, handler, context);
}
/**
* <p>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.</p> <p> <b>Request options</b> </p> <p>To request access to a compute,
* specify the compute name and the fleet ID.</p> <p> <b>Results</b> </p> <p>If
* successful, this operation returns a set of temporary Amazon Web Services
* credentials, including a two-part access key and a session token.</p> <ul> <li>
* <p>With a managed EC2 fleet (where compute type is <code>EC2</code>), use these
* credentials with Amazon EC2 Systems Manager (SSM) to start a session with the
* compute. For more details, see <a
* href="https://docs.aws.amazon.com/systems-manager/latest/userguide/session-manager-working-with-sessions-start.html#sessions-start-cli">
* Starting a session (CLI)</a> in the <i>Amazon EC2 Systems Manager User
* Guide</i>.</p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetComputeAccess">AWS
* API Reference</a></p>
*/
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<typename GetComputeAccessRequestT = Model::GetComputeAccessRequest>
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<typename GetComputeAccessRequestT = Model::GetComputeAccessRequest>
void GetComputeAccessAsync(const GetComputeAccessRequestT& request, const GetComputeAccessResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetComputeAccess, request, handler, context);
}
/**
* <p>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 <code>InitSDK()</code>. Authentication
* tokens are valid for a limited time span, so you need to request a fresh token
* before the current token expires.</p> <p> <b>Request options</b> </p> <ul> <li>
* <p>For managed EC2 fleets (compute type <code>EC2</code>), 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.</p> </li> <li> <p>For
* Anywhere fleets (compute type <code>ANYWHERE</code>), 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.</p> </li> </ul> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-anywhere.html">Create
* an Anywhere fleet</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html">Test
* your integration</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html">Server
* SDK reference guides</a> (for version 5.x)</p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetComputeAuthToken">AWS
* API Reference</a></p>
*/
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<typename GetComputeAuthTokenRequestT = Model::GetComputeAuthTokenRequest>
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<typename GetComputeAuthTokenRequestT = Model::GetComputeAuthTokenRequest>
void GetComputeAuthTokenAsync(const GetComputeAuthTokenRequestT& request, const GetComputeAuthTokenResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetComputeAuthToken, request, handler, context);
}
/**
* <p>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.</p> <p>See the <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">Amazon
* Web Services Service Limits</a> page for maximum log file sizes. Log files that
* exceed this limit are not saved.</p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl">AWS
* API Reference</a></p>
*/
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<typename GetGameSessionLogUrlRequestT = Model::GetGameSessionLogUrlRequest>
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<typename GetGameSessionLogUrlRequestT = Model::GetGameSessionLogUrlRequest>
void GetGameSessionLogUrlAsync(const GetGameSessionLogUrlRequestT& request, const GetGameSessionLogUrlResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetGameSessionLogUrl, request, handler, context);
}
/**
* <p>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
* <a>GetComputeAccess</a>.</p> <p>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 <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeInstances.html">DescribeInstances</a>
* with the fleet ID. </p> <p>If successful, this operation returns an IP address
* and credentials. The returned credentials match the operating system of the
* instance, as follows: </p> <ul> <li> <p>For a Windows instance: returns a user
* name and secret (password) for use with a Windows Remote Desktop client. </p>
* </li> <li> <p>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 <code>.pem</code>
* file. If you're using the CLI, see the example <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.html#API_GetInstanceAccess_Examples">
* Get credentials for a Linux instance</a> for tips on automatically saving the
* secret to a <code>.pem</code> file. </p> </li> </ul> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html">Remotely
* connect to fleet instances</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html">Debug
* fleet issues</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess">AWS
* API Reference</a></p>
*/
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<typename GetInstanceAccessRequestT = Model::GetInstanceAccessRequest>
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<typename GetInstanceAccessRequestT = Model::GetInstanceAccessRequest>
void GetInstanceAccessAsync(const GetInstanceAccessRequestT& request, const GetInstanceAccessResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::GetInstanceAccess, request, handler, context);
}
/**
* <p>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.</p> <p>Returned
* aliases are not listed in any particular order.</p> <p> <b>Related
* actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases">AWS
* API Reference</a></p>
*/
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<typename ListAliasesRequestT = Model::ListAliasesRequest>
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<typename ListAliasesRequestT = Model::ListAliasesRequest>
void ListAliasesAsync(const ListAliasesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListAliasesRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListAliases, request, handler, context);
}
/**
* <p>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 <code>Status</code> parameter. Use the pagination parameters
* to retrieve results in a set of sequential pages. </p> <p>Build resources
* are not listed in any particular order.</p> <p> <b>Learn more</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds">AWS
* API Reference</a></p>
*/
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<typename ListBuildsRequestT = Model::ListBuildsRequest>
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<typename ListBuildsRequestT = Model::ListBuildsRequest>
void ListBuildsAsync(const ListBuildsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListBuildsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListBuilds, request, handler, context);
}
/**
* <p>Retrieves information on the compute resources in an Amazon GameLift fleet.
* Use the pagination parameters to retrieve results in a set of sequential
* pages.</p> <p> <b>Request options:</b> </p> <ul> <li> <p>Retrieve a list of all
* computes in a fleet. Specify a fleet ID. </p> </li> <li> <p>Retrieve a list of
* all computes in a specific fleet location. Specify a fleet ID and location.</p>
* </li> </ul> <p> <b>Results:</b> </p> <p>If successful, this operation returns
* information on a set of computes. Depending on the type of fleet, the result
* includes the following information: </p> <ul> <li> <p>For managed EC2 fleets
* (compute type <code>EC2</code>), this operation returns information about the
* EC2 instance. Compute names are EC2 instance IDs.</p> </li> <li> <p>For Anywhere
* fleets (compute type <code>ANYWHERE</code>), this operation returns compute
* names and details as provided when the compute was registered with
* <code>RegisterCompute</code>. This includes
* <code>GameLiftServiceSdkEndpoint</code> or
* <code>GameLiftAgentEndpoint</code>.</p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListCompute">AWS
* API Reference</a></p>
*/
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<typename ListComputeRequestT = Model::ListComputeRequest>
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<typename ListComputeRequestT = Model::ListComputeRequest>
void ListComputeAsync(const ListComputeRequestT& request, const ListComputeResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListCompute, request, handler, context);
}
/**
* <p>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.</p> <p> <b>Request options</b> </p> <ul> <li>
* <p>Get a list of all fleets. Call this operation without specifying a container
* group definition. </p> </li> <li> <p>Get a list of fleets filtered by container
* group definition. Provide the container group definition name or ARN value.</p>
* </li> <li> <p>To get a list of all Realtime Servers fleets with a specific
* configuration script, provide the script ID. </p> </li> </ul> <p>Use the
* pagination parameters to retrieve results as a set of sequential pages. </p>
* <p>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.</p> <p>Fleet IDs are returned in no
* particular order.</p> <p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListContainerFleets">AWS
* API Reference</a></p>
*/
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<typename ListContainerFleetsRequestT = Model::ListContainerFleetsRequest>
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<typename ListContainerFleetsRequestT = Model::ListContainerFleetsRequest>
void ListContainerFleetsAsync(const ListContainerFleetsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListContainerFleetsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListContainerFleets, request, handler, context);
}
/**
* <p>Retrieves all versions of a container group definition. Use the pagination
* parameters to retrieve results in a set of sequential pages.</p> <p> <b>Request
* options:</b> </p> <ul> <li> <p>Get all versions of a specified container group
* definition. Specify the container group definition name or ARN value. (If the
* ARN value has a version number, it's ignored.)</p> </li> </ul> <p>
* <b>Results:</b> </p> <p>If successful, this operation returns the complete
* properties of a set of container group definition versions that match the
* request.</p> <p>This operation returns the list of container group
* definitions in descending version order (latest first). </p> <p>
* <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html">Manage
* a container group definition</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListContainerGroupDefinitionVersions">AWS
* API Reference</a></p>
*/
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<typename ListContainerGroupDefinitionVersionsRequestT = Model::ListContainerGroupDefinitionVersionsRequest>
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<typename ListContainerGroupDefinitionVersionsRequestT = Model::ListContainerGroupDefinitionVersionsRequest>
void ListContainerGroupDefinitionVersionsAsync(const ListContainerGroupDefinitionVersionsRequestT& request, const ListContainerGroupDefinitionVersionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListContainerGroupDefinitionVersions, request, handler, context);
}
/**
* <p>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.</p> <p>This operation returns only the latest version
* of each definition. To retrieve all versions of a container group definition,
* use <a>ListContainerGroupDefinitionVersions</a>.</p> <p> <b>Request options:</b>
* </p> <ul> <li> <p>Retrieve the most recent versions of all container group
* definitions. </p> </li> <li> <p>Retrieve the most recent versions of all
* container group definitions, filtered by type. Specify the container group type
* to filter on. </p> </li> </ul> <p> <b>Results:</b> </p> <p>If successful, this
* operation returns the complete properties of a set of container group definition
* versions that match the request.</p> <p>This operation returns the list
* of container group definitions in no particular order. </p> <p> <b>Learn
* more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/containers-create-groups.html">Manage
* a container group definition</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListContainerGroupDefinitions">AWS
* API Reference</a></p>
*/
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<typename ListContainerGroupDefinitionsRequestT = Model::ListContainerGroupDefinitionsRequest>
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<typename ListContainerGroupDefinitionsRequestT = Model::ListContainerGroupDefinitionsRequest>
void ListContainerGroupDefinitionsAsync(const ListContainerGroupDefinitionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListContainerGroupDefinitionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListContainerGroupDefinitions, request, handler, context);
}
/**
* <p>Retrieves a collection of container fleet deployments in an Amazon Web
* Services Region. </p> <p> <b>Request options</b> </p> <ul> <li> <p>Get a list of
* all deployments. Call this operation without specifying a fleet ID. </p> </li>
* <li> <p>Get a list of all deployments for a fleet. Specify the container fleet
* ID or ARN value.</p> </li> <li> <p>To get a list of all Realtime Servers fleets
* with a specific configuration script, provide the script ID. </p> </li> </ul>
* <p>Use the pagination parameters to retrieve results as a set of sequential
* pages. </p> <p> <b>Results</b> </p> <p>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.</p> <p>Fleet IDs are
* returned in no particular order.</p> <p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetDeployments">AWS
* API Reference</a></p>
*/
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<typename ListFleetDeploymentsRequestT = Model::ListFleetDeploymentsRequest>
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<typename ListFleetDeploymentsRequestT = Model::ListFleetDeploymentsRequest>
void ListFleetDeploymentsAsync(const ListFleetDeploymentsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListFleetDeploymentsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListFleetDeployments, request, handler, context);
}
/**
* <p>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.</p> <p>You can use
* operation in the following ways: </p> <ul> <li> <p>To get a list of all fleets
* in a Region, don't provide a build or script identifier.</p> </li> <li> <p>To
* get a list of all fleets where a specific game build is deployed, provide the
* build ID.</p> </li> <li> <p>To get a list of all Realtime Servers fleets with a
* specific configuration script, provide the script ID. </p> </li> </ul> <p>Use
* the pagination parameters to retrieve results as a set of sequential pages. </p>
* <p>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.</p> <p>Fleet IDs are returned in no particular
* order.</p> <p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets">AWS
* API Reference</a></p>
*/
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<typename ListFleetsRequestT = Model::ListFleetsRequest>
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<typename ListFleetsRequestT = Model::ListFleetsRequest>
void ListFleetsAsync(const ListFleetsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListFleetsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListFleets, request, handler, context);
}
/**
* <p>Lists a game server groups.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups">AWS
* API Reference</a></p>
*/
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<typename ListGameServerGroupsRequestT = Model::ListGameServerGroupsRequest>
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<typename ListGameServerGroupsRequestT = Model::ListGameServerGroupsRequest>
void ListGameServerGroupsAsync(const ListGameServerGroupsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListGameServerGroupsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListGameServerGroups, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>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. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers">AWS
* API Reference</a></p>
*/
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<typename ListGameServersRequestT = Model::ListGameServersRequest>
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<typename ListGameServersRequestT = Model::ListGameServersRequest>
void ListGameServersAsync(const ListGameServersRequestT& request, const ListGameServersResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListGameServers, request, handler, context);
}
/**
* <p>Lists all custom and Amazon Web Services locations.</p><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListLocations">AWS
* API Reference</a></p>
*/
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<typename ListLocationsRequestT = Model::ListLocationsRequest>
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<typename ListLocationsRequestT = Model::ListLocationsRequest>
void ListLocationsAsync(const ListLocationsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListLocationsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListLocations, request, handler, context);
}
/**
* <p>Retrieves script records for all Realtime scripts that are associated with
* the Amazon Web Services account in use. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts">AWS
* API Reference</a></p>
*/
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<typename ListScriptsRequestT = Model::ListScriptsRequest>
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<typename ListScriptsRequestT = Model::ListScriptsRequest>
void ListScriptsAsync(const ListScriptsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const ListScriptsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::ListScripts, request, handler, context);
}
/**
* <p>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.</p> <p>To list tags for a resource, specify the
* unique ARN value for the resource.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* Amazon Web Services Resources</a> in the <i>Amazon Web Services General
* Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* Amazon Web Services Tagging Strategies</a> </p> <p> <b>Related actions</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource">AWS
* API Reference</a></p>
*/
virtual Model::ListTagsForResourceOutcome ListTagsForResource(const Model::ListTagsForResourceRequest& request) const;
/**
* A Callable wrapper for ListTagsForResource that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename ListTagsForResourceRequestT = Model::ListTagsForResourceRequest>
Model::ListTagsForResourceOutcomeCallable ListTagsForResourceCallable(const ListTagsForResourceRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ListTagsForResource, request);
}
/**
* An Async wrapper for ListTagsForResource that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename ListTagsForResourceRequestT = Model::ListTagsForResourceRequest>
void ListTagsForResourceAsync(const ListTagsForResourceRequestT& request, const ListTagsForResourceResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ListTagsForResource, request, handler, context);
}
/**
* <p>Creates or updates a scaling policy for a fleet. Scaling policies are used to
* automatically scale a fleet's hosting capacity to meet player demand. An active
* scaling policy instructs Amazon GameLift to track a fleet metric and
* automatically change the fleet's capacity when a certain threshold is reached.
* There are two types of scaling policies: target-based and rule-based. Use a
* target-based policy to quickly and efficiently manage fleet scaling; this option
* is the most commonly used. Use rule-based policies when you need to exert
* fine-grained control over auto-scaling. </p> <p>Fleets can have multiple scaling
* policies of each type in force at the same time; you can have one target-based
* policy, one or multiple rule-based scaling policies, or both. We recommend
* caution, however, because multiple auto-scaling policies can have unintended
* consequences.</p> <p>Learn more about how to work with auto-scaling in <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html">Set
* Up Fleet Automatic Scaling</a>.</p> <p> <b>Target-based policy</b> </p> <p>A
* target-based policy tracks a single metric: PercentAvailableGameSessions. This
* metric tells us how much of a fleet's hosting capacity is ready to host game
* sessions but is not currently in use. This is the fleet's buffer; it measures
* the additional player demand that the fleet could handle at current capacity.
* With a target-based policy, you set your ideal buffer size and leave it to
* Amazon GameLift to take whatever action is needed to maintain that target. </p>
* <p>For example, you might choose to maintain a 10% buffer for a fleet that has
* the capacity to host 100 simultaneous game sessions. This policy tells Amazon
* GameLift to take action whenever the fleet's available capacity falls below or
* rises above 10 game sessions. Amazon GameLift will start new instances or stop
* unused instances in order to return to the 10% buffer. </p> <p>To create or
* update a target-based policy, specify a fleet ID and name, and set the policy
* type to "TargetBased". Specify the metric to track
* (PercentAvailableGameSessions) and reference a <code>TargetConfiguration</code>
* object with your desired buffer value. Exclude all other parameters. On a
* successful request, the policy name is returned. The scaling policy is
* automatically in force as soon as it's successfully created. If the fleet's
* auto-scaling actions are temporarily suspended, the new policy will be in force
* once the fleet actions are restarted.</p> <p> <b>Rule-based policy</b> </p> <p>A
* rule-based policy tracks specified fleet metric, sets a threshold value, and
* specifies the type of action to initiate when triggered. With a rule-based
* policy, you can select from several available fleet metrics. Each policy
* specifies whether to scale up or scale down (and by how much), so you need one
* policy for each type of action. </p> <p>For example, a policy may make the
* following statement: "If the percentage of idle instances is greater than 20%
* for more than 15 minutes, then reduce the fleet capacity by 10%."</p> <p>A
* policy's rule statement has the following structure:</p> <p>If
* <code>[MetricName]</code> is <code>[ComparisonOperator]</code>
* <code>[Threshold]</code> for <code>[EvaluationPeriods]</code> minutes, then
* <code>[ScalingAdjustmentType]</code> to/by <code>[ScalingAdjustment]</code>.</p>
* <p>To implement the example, the rule statement would look like this:</p> <p>If
* <code>[PercentIdleInstances]</code> is <code>[GreaterThanThreshold]</code>
* <code>[20]</code> for <code>[15]</code> minutes, then
* <code>[PercentChangeInCapacity]</code> to/by <code>[10]</code>.</p> <p>To create
* or update a scaling policy, specify a unique combination of name and fleet ID,
* and set the policy type to "RuleBased". Specify the parameter values for a
* policy rule statement. On a successful request, the policy name is returned.
* Scaling policies are automatically in force as soon as they're successfully
* created. If the fleet's auto-scaling actions are temporarily suspended, the new
* policy will be in force once the fleet actions are restarted.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy">AWS
* API Reference</a></p>
*/
virtual Model::PutScalingPolicyOutcome PutScalingPolicy(const Model::PutScalingPolicyRequest& request) const;
/**
* A Callable wrapper for PutScalingPolicy that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename PutScalingPolicyRequestT = Model::PutScalingPolicyRequest>
Model::PutScalingPolicyOutcomeCallable PutScalingPolicyCallable(const PutScalingPolicyRequestT& request) const
{
return SubmitCallable(&GameLiftClient::PutScalingPolicy, request);
}
/**
* An Async wrapper for PutScalingPolicy that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename PutScalingPolicyRequestT = Model::PutScalingPolicyRequest>
void PutScalingPolicyAsync(const PutScalingPolicyRequestT& request, const PutScalingPolicyResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::PutScalingPolicy, request, handler, context);
}
/**
* <p>Registers a compute resource in an Amazon GameLift Anywhere fleet. </p>
* <p>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 register fleet computes.</p> <p>To
* register a compute, give the compute a name (must be unique within the fleet)
* and specify the compute resource's DNS name or IP address. Provide a fleet ID
* and a fleet location to associate with the compute being registered. You can
* optionally include the path to a TLS certificate on the compute resource.</p>
* <p>If successful, this operation returns compute details, including an Amazon
* GameLift SDK endpoint or Agent endpoint. Game server processes running on the
* compute can use this endpoint to communicate with the Amazon GameLift service.
* Each server process includes the SDK endpoint in its call to the Amazon GameLift
* server SDK action <code>InitSDK()</code>. </p> <p>To view compute details, call
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeCompute.html">DescribeCompute</a>
* with the compute name. </p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-anywhere.html">Create
* an Anywhere fleet</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html">Test
* your integration</a> </p> </li> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html">Server
* SDK reference guides</a> (for version 5.x)</p> </li> </ul><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterCompute">AWS
* API Reference</a></p>
*/
virtual Model::RegisterComputeOutcome RegisterCompute(const Model::RegisterComputeRequest& request) const;
/**
* A Callable wrapper for RegisterCompute that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename RegisterComputeRequestT = Model::RegisterComputeRequest>
Model::RegisterComputeOutcomeCallable RegisterComputeCallable(const RegisterComputeRequestT& request) const
{
return SubmitCallable(&GameLiftClient::RegisterCompute, request);
}
/**
* An Async wrapper for RegisterCompute that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename RegisterComputeRequestT = Model::RegisterComputeRequest>
void RegisterComputeAsync(const RegisterComputeRequestT& request, const RegisterComputeResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::RegisterCompute, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>Creates a new game server resource and notifies
* Amazon GameLift FleetIQ that the game server is ready to host gameplay and
* players. This operation is called by a game server process that is running on an
* instance in a game server group. Registering game servers enables Amazon
* GameLift FleetIQ to track available game servers and enables game clients and
* services to claim a game server for a new game session. </p> <p>To register a
* game server, identify the game server group and instance where the game server
* is running, and provide a unique identifier for the game server. You can also
* include connection and game server data.</p> <p>Once a game server is
* successfully registered, it is put in status <code>AVAILABLE</code>. A request
* to register a game server may fail if the instance it is running on is in the
* process of shutting down as part of instance balancing or scale-down activity.
* </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer">AWS
* API Reference</a></p>
*/
virtual Model::RegisterGameServerOutcome RegisterGameServer(const Model::RegisterGameServerRequest& request) const;
/**
* A Callable wrapper for RegisterGameServer that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename RegisterGameServerRequestT = Model::RegisterGameServerRequest>
Model::RegisterGameServerOutcomeCallable RegisterGameServerCallable(const RegisterGameServerRequestT& request) const
{
return SubmitCallable(&GameLiftClient::RegisterGameServer, request);
}
/**
* An Async wrapper for RegisterGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename RegisterGameServerRequestT = Model::RegisterGameServerRequest>
void RegisterGameServerAsync(const RegisterGameServerRequestT& request, const RegisterGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::RegisterGameServer, request, handler, context);
}
/**
* <p>Retrieves a fresh set of credentials for use when uploading a new set of game
* build files to Amazon GameLift's Amazon S3. This is done as part of the build
* creation process; see <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html">CreateBuild</a>.</p>
* <p>To request new credentials, specify the build ID as returned with an initial
* <code>CreateBuild</code> request. If successful, a new set of credentials are
* returned, along with the S3 storage location associated with the build ID.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build">
* Create a Build with Files in S3</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials">AWS
* API Reference</a></p>
*/
virtual Model::RequestUploadCredentialsOutcome RequestUploadCredentials(const Model::RequestUploadCredentialsRequest& request) const;
/**
* A Callable wrapper for RequestUploadCredentials that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename RequestUploadCredentialsRequestT = Model::RequestUploadCredentialsRequest>
Model::RequestUploadCredentialsOutcomeCallable RequestUploadCredentialsCallable(const RequestUploadCredentialsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::RequestUploadCredentials, request);
}
/**
* An Async wrapper for RequestUploadCredentials that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename RequestUploadCredentialsRequestT = Model::RequestUploadCredentialsRequest>
void RequestUploadCredentialsAsync(const RequestUploadCredentialsRequestT& request, const RequestUploadCredentialsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::RequestUploadCredentials, request, handler, context);
}
/**
* <p>Attempts to retrieve a fleet ID that is associated with an alias. Specify a
* unique alias identifier.</p> <p>If the alias has a <code>SIMPLE</code> routing
* strategy, Amazon GameLift returns a fleet ID. If the alias has a
* <code>TERMINAL</code> routing strategy, the result is a
* <code>TerminalRoutingStrategyException</code>.</p> <p> <b>Related actions</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias">AWS
* API Reference</a></p>
*/
virtual Model::ResolveAliasOutcome ResolveAlias(const Model::ResolveAliasRequest& request) const;
/**
* A Callable wrapper for ResolveAlias that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename ResolveAliasRequestT = Model::ResolveAliasRequest>
Model::ResolveAliasOutcomeCallable ResolveAliasCallable(const ResolveAliasRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ResolveAlias, request);
}
/**
* An Async wrapper for ResolveAlias that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename ResolveAliasRequestT = Model::ResolveAliasRequest>
void ResolveAliasAsync(const ResolveAliasRequestT& request, const ResolveAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ResolveAlias, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>Reinstates activity on a game server group after it
* has been suspended. A game server group might be suspended by the <a
* href="gamelift/latest/apireference/API_SuspendGameServerGroup.html">SuspendGameServerGroup</a>
* operation, or it might be suspended involuntarily due to a configuration
* problem. In the second case, you can manually resume activity on the group once
* the configuration problem has been resolved. Refer to the game server group
* status and status reason for more information on why group activity is
* suspended.</p> <p>To resume activity, specify a game server group ARN and the
* type of activity to be resumed. If successful, a <code>GameServerGroup</code>
* object is returned showing that the resumed activity is no longer listed in
* <code>SuspendedActions</code>. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::ResumeGameServerGroupOutcome ResumeGameServerGroup(const Model::ResumeGameServerGroupRequest& request) const;
/**
* A Callable wrapper for ResumeGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename ResumeGameServerGroupRequestT = Model::ResumeGameServerGroupRequest>
Model::ResumeGameServerGroupOutcomeCallable ResumeGameServerGroupCallable(const ResumeGameServerGroupRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ResumeGameServerGroup, request);
}
/**
* An Async wrapper for ResumeGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename ResumeGameServerGroupRequestT = Model::ResumeGameServerGroupRequest>
void ResumeGameServerGroupAsync(const ResumeGameServerGroupRequestT& request, const ResumeGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ResumeGameServerGroup, request, handler, context);
}
/**
* <p>Retrieves all active game sessions that match a set of search criteria and
* sorts them into a specified order. </p> <p>This operation is not designed to
* continually track game session status because that practice can cause you to
* exceed your API limit and generate errors. Instead, configure an Amazon Simple
* Notification Service (Amazon SNS) topic to receive notifications from a
* matchmaker or a game session placement queue.</p> <p>When searching for game
* sessions, you specify exactly where you want to search and provide a search
* filter expression, a sort expression, or both. A search request can search only
* one fleet, but it can search all of a fleet's locations. </p> <p>This operation
* can be used in the following ways: </p> <ul> <li> <p>To search all game sessions
* that are currently running on all locations in a fleet, provide a fleet or alias
* ID. This approach returns game sessions in the fleet's home Region and all
* remote locations that fit the search criteria.</p> </li> <li> <p>To search all
* game sessions that are currently running on a specific fleet location, provide a
* fleet or alias ID and a location name. For location, you can specify a fleet's
* home Region or any remote location.</p> </li> </ul> <p>Use the pagination
* parameters to retrieve results as a set of sequential pages. </p> <p>If
* successful, a <code>GameSession</code> object is returned for each game session
* that matches the request. Search finds game sessions that are in
* <code>ACTIVE</code> status only. To retrieve information on game sessions in
* other statuses, use <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessions.html">DescribeGameSessions</a>
* .</p> <p>To set search and sort criteria, create a filter expression using the
* following game session attributes. For game session search examples, see the
* Examples section of this topic.</p> <ul> <li> <p> <b>gameSessionId</b> -- A
* unique identifier for the game session. You can use either a
* <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p> </li> <li>
* <p> <b>gameSessionName</b> -- Name assigned to a game session. Game session
* names do not need to be unique to a game session.</p> </li> <li> <p>
* <b>gameSessionProperties</b> -- A set of key-value pairs that can store custom
* data in a game session. For example: <code>{"Key": "difficulty", "Value":
* "novice"}</code>. The filter expression must specify the <a>GameProperty</a> --
* a <code>Key</code> and a string <code>Value</code> to search for the game
* sessions.</p> <p>For example, to search for the above key-value pair, specify
* the following search filter: <code>gameSessionProperties.difficulty =
* "novice"</code>. All game property values are searched as strings.</p> <p> For
* examples of searching game sessions, see the ones below, and also see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-search">Search
* game sessions by game property</a>. </p> </li> <li> <p> <b>maximumSessions</b>
* -- Maximum number of player sessions allowed for a game session.</p> </li> <li>
* <p> <b>creationTimeMillis</b> -- Value indicating when a game session was
* created. It is expressed in Unix time as milliseconds.</p> </li> <li> <p>
* <b>playerSessionCount</b> -- Number of players currently connected to a game
* session. This value changes rapidly as players join the session or drop out.</p>
* </li> <li> <p> <b>hasAvailablePlayerSessions</b> -- Boolean value indicating
* whether a game session has reached its maximum number of players. It is highly
* recommended that all search requests include this filter attribute to optimize
* search performance and return only sessions that players can join. </p> </li>
* </ul> <p>Returned values for <code>playerSessionCount</code> and
* <code>hasAvailablePlayerSessions</code> change quickly as players join sessions
* and others drop out. Results should be considered a snapshot in time. Be sure to
* refresh search results often, and handle sessions that fill up before a player
* can join. </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions">AWS
* API Reference</a></p>
*/
virtual Model::SearchGameSessionsOutcome SearchGameSessions(const Model::SearchGameSessionsRequest& request = {}) const;
/**
* A Callable wrapper for SearchGameSessions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename SearchGameSessionsRequestT = Model::SearchGameSessionsRequest>
Model::SearchGameSessionsOutcomeCallable SearchGameSessionsCallable(const SearchGameSessionsRequestT& request = {}) const
{
return SubmitCallable(&GameLiftClient::SearchGameSessions, request);
}
/**
* An Async wrapper for SearchGameSessions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename SearchGameSessionsRequestT = Model::SearchGameSessionsRequest>
void SearchGameSessionsAsync(const SearchGameSessionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr, const SearchGameSessionsRequestT& request = {}) const
{
return SubmitAsync(&GameLiftClient::SearchGameSessions, request, handler, context);
}
/**
* <p>Resumes certain types of activity on fleet instances that were suspended with
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html">StopFleetActions</a>.
* For multi-location fleets, fleet actions are managed separately for each
* location. Currently, this operation is used to restart a fleet's auto-scaling
* activity.</p> <p>This operation can be used in the following ways: </p> <ul>
* <li> <p>To restart actions on instances in the fleet's home Region, provide a
* fleet ID and the type of actions to resume. </p> </li> <li> <p>To restart
* actions on instances in one of the fleet's remote locations, provide a fleet ID,
* a location name, and the type of actions to resume. </p> </li> </ul> <p>If
* successful, Amazon GameLift once again initiates scaling events as triggered by
* the fleet's scaling policies. If actions on the fleet location were never
* stopped, this operation will have no effect.</p> <p> <b>Learn more</b> </p> <p>
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions">AWS
* API Reference</a></p>
*/
virtual Model::StartFleetActionsOutcome StartFleetActions(const Model::StartFleetActionsRequest& request) const;
/**
* A Callable wrapper for StartFleetActions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StartFleetActionsRequestT = Model::StartFleetActionsRequest>
Model::StartFleetActionsOutcomeCallable StartFleetActionsCallable(const StartFleetActionsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StartFleetActions, request);
}
/**
* An Async wrapper for StartFleetActions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StartFleetActionsRequestT = Model::StartFleetActionsRequest>
void StartFleetActionsAsync(const StartFleetActionsRequestT& request, const StartFleetActionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StartFleetActions, request, handler, context);
}
/**
* <p>Places a request for a new game session in a queue. When processing a
* placement request, Amazon GameLift searches for available resources on the
* queue's destinations, scanning each until it finds resources or the placement
* request times out.</p> <p>A game session placement request can also request
* player sessions. When a new game session is successfully created, Amazon
* GameLift creates a player session for each player included in the request.</p>
* <p>When placing a game session, by default Amazon GameLift tries each fleet in
* the order they are listed in the queue configuration. Ideally, a queue's
* destinations are listed in preference order.</p> <p>Alternatively, when
* requesting a game session with players, you can also provide latency data for
* each player in relevant Regions. Latency data indicates the performance lag a
* player experiences when connected to a fleet in the Region. Amazon GameLift uses
* latency data to reorder the list of destinations to place the game session in a
* Region with minimal lag. If latency data is provided for multiple players,
* Amazon GameLift calculates each Region's average lag for all players and
* reorders to get the best game play across all players. </p> <p>To place a new
* game session request, specify the following:</p> <ul> <li> <p>The queue name and
* a set of game session properties and settings</p> </li> <li> <p>A unique ID
* (such as a UUID) for the placement. You use this ID to track the status of the
* placement request</p> </li> <li> <p>(Optional) A set of player data and a unique
* player ID for each player that you are joining to the new game session (player
* data is optional, but if you include it, you must also provide a unique ID for
* each player)</p> </li> <li> <p>Latency data for all players (if you want to
* optimize game play for the players)</p> </li> </ul> <p>If successful, a new game
* session placement is created.</p> <p>To track the status of a placement request,
* call <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html">DescribeGameSessionPlacement</a>
* and check the request's status. If the status is <code>FULFILLED</code>, a new
* game session has been created and a game session ARN and Region are referenced.
* If the placement request times out, submit a new request to the same queue or a
* different queue.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement">AWS
* API Reference</a></p>
*/
virtual Model::StartGameSessionPlacementOutcome StartGameSessionPlacement(const Model::StartGameSessionPlacementRequest& request) const;
/**
* A Callable wrapper for StartGameSessionPlacement that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StartGameSessionPlacementRequestT = Model::StartGameSessionPlacementRequest>
Model::StartGameSessionPlacementOutcomeCallable StartGameSessionPlacementCallable(const StartGameSessionPlacementRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StartGameSessionPlacement, request);
}
/**
* An Async wrapper for StartGameSessionPlacement that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StartGameSessionPlacementRequestT = Model::StartGameSessionPlacementRequest>
void StartGameSessionPlacementAsync(const StartGameSessionPlacementRequestT& request, const StartGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StartGameSessionPlacement, request, handler, context);
}
/**
* <p>Finds new players to fill open slots in currently running game sessions. The
* backfill match process is essentially identical to the process of forming new
* matches. Backfill requests use the same matchmaker that was used to make the
* original match, and they provide matchmaking data for all players currently in
* the game session. FlexMatch uses this information to select new players so that
* backfilled match continues to meet the original match requirements. </p> <p>When
* using FlexMatch with Amazon GameLift managed hosting, you can request a backfill
* match from a client service by calling this operation with a
* <code>GameSessions</code> ID. You also have the option of making backfill
* requests directly from your game server. In response to a request, FlexMatch
* creates player sessions for the new players, updates the
* <code>GameSession</code> resource, and sends updated matchmaking data to the
* game server. You can request a backfill match at any point after a game session
* is started. Each game session can have only one active backfill request at a
* time; a subsequent request automatically replaces the earlier request.</p>
* <p>When using FlexMatch as a standalone component, request a backfill match by
* calling this operation without a game session identifier. As with newly formed
* matches, matchmaking results are returned in a matchmaking event so that your
* game can update the game session that is being backfilled.</p> <p>To request a
* backfill match, specify a unique ticket ID, the original matchmaking
* configuration, and matchmaking data for all current players in the game session
* being backfilled. Optionally, specify the <code>GameSession</code> ARN. If
* successful, a match backfill ticket is created and returned with status set to
* QUEUED. Track the status of backfill tickets using the same method for tracking
* tickets for new matches.</p> <p>Only game sessions created by FlexMatch are
* supported for match backfill.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html">
* Backfill existing games with FlexMatch</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html">
* Matchmaking events</a> (reference)</p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html">
* How Amazon GameLift FlexMatch works</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill">AWS
* API Reference</a></p>
*/
virtual Model::StartMatchBackfillOutcome StartMatchBackfill(const Model::StartMatchBackfillRequest& request) const;
/**
* A Callable wrapper for StartMatchBackfill that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StartMatchBackfillRequestT = Model::StartMatchBackfillRequest>
Model::StartMatchBackfillOutcomeCallable StartMatchBackfillCallable(const StartMatchBackfillRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StartMatchBackfill, request);
}
/**
* An Async wrapper for StartMatchBackfill that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StartMatchBackfillRequestT = Model::StartMatchBackfillRequest>
void StartMatchBackfillAsync(const StartMatchBackfillRequestT& request, const StartMatchBackfillResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StartMatchBackfill, request, handler, context);
}
/**
* <p>Uses FlexMatch to create a game match for a group of players based on custom
* matchmaking rules. With games that use Amazon GameLift managed hosting, this
* operation also triggers Amazon GameLift to find hosting resources and start a
* new game session for the new match. Each matchmaking request includes
* information on one or more players and specifies the FlexMatch matchmaker to
* use. When a request is for multiple players, FlexMatch attempts to build a match
* that includes all players in the request, placing them in the same team and
* finding additional players as needed to fill the match. </p> <p>To start
* matchmaking, provide a unique ticket ID, specify a matchmaking configuration,
* and include the players to be matched. You must also include any player
* attributes that are required by the matchmaking configuration's rule set. If
* successful, a matchmaking ticket is returned with status set to
* <code>QUEUED</code>. </p> <p>Track matchmaking events to respond as needed and
* acquire game session connection information for successfully completed matches.
* Ticket status updates are tracked using event notification through Amazon Simple
* Notification Service, which is defined in the matchmaking configuration.</p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
* Add FlexMatch to a game client</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html">
* Set Up FlexMatch event notification</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html">
* How Amazon GameLift FlexMatch works</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking">AWS
* API Reference</a></p>
*/
virtual Model::StartMatchmakingOutcome StartMatchmaking(const Model::StartMatchmakingRequest& request) const;
/**
* A Callable wrapper for StartMatchmaking that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StartMatchmakingRequestT = Model::StartMatchmakingRequest>
Model::StartMatchmakingOutcomeCallable StartMatchmakingCallable(const StartMatchmakingRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StartMatchmaking, request);
}
/**
* An Async wrapper for StartMatchmaking that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StartMatchmakingRequestT = Model::StartMatchmakingRequest>
void StartMatchmakingAsync(const StartMatchmakingRequestT& request, const StartMatchmakingResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StartMatchmaking, request, handler, context);
}
/**
* <p>Suspends certain types of activity in a fleet location. Currently, this
* operation is used to stop auto-scaling activity. For multi-location fleets,
* fleet actions are managed separately for each location. </p> <p>Stopping fleet
* actions has several potential purposes. It allows you to temporarily stop
* auto-scaling activity but retain your scaling policies for use in the future.
* For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt
* out of it for certain locations. </p> <p>This operation can be used in the
* following ways: </p> <ul> <li> <p>To stop actions on instances in the fleet's
* home Region, provide a fleet ID and the type of actions to suspend. </p> </li>
* <li> <p>To stop actions on instances in one of the fleet's remote locations,
* provide a fleet ID, a location name, and the type of actions to suspend. </p>
* </li> </ul> <p>If successful, Amazon GameLift no longer initiates scaling events
* except in response to manual changes using <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html">UpdateFleetCapacity</a>.
* To restart fleet actions again, call <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartFleetActions.html">StartFleetActions</a>.</p>
* <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift Fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions">AWS
* API Reference</a></p>
*/
virtual Model::StopFleetActionsOutcome StopFleetActions(const Model::StopFleetActionsRequest& request) const;
/**
* A Callable wrapper for StopFleetActions that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StopFleetActionsRequestT = Model::StopFleetActionsRequest>
Model::StopFleetActionsOutcomeCallable StopFleetActionsCallable(const StopFleetActionsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StopFleetActions, request);
}
/**
* An Async wrapper for StopFleetActions that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StopFleetActionsRequestT = Model::StopFleetActionsRequest>
void StopFleetActionsAsync(const StopFleetActionsRequestT& request, const StopFleetActionsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StopFleetActions, request, handler, context);
}
/**
* <p>Cancels a game session placement that is in <code>PENDING</code> status. To
* stop a placement, provide the placement ID values. If successful, the placement
* is moved to <code>CANCELLED</code> status.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement">AWS
* API Reference</a></p>
*/
virtual Model::StopGameSessionPlacementOutcome StopGameSessionPlacement(const Model::StopGameSessionPlacementRequest& request) const;
/**
* A Callable wrapper for StopGameSessionPlacement that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StopGameSessionPlacementRequestT = Model::StopGameSessionPlacementRequest>
Model::StopGameSessionPlacementOutcomeCallable StopGameSessionPlacementCallable(const StopGameSessionPlacementRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StopGameSessionPlacement, request);
}
/**
* An Async wrapper for StopGameSessionPlacement that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StopGameSessionPlacementRequestT = Model::StopGameSessionPlacementRequest>
void StopGameSessionPlacementAsync(const StopGameSessionPlacementRequestT& request, const StopGameSessionPlacementResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StopGameSessionPlacement, request, handler, context);
}
/**
* <p>Cancels a matchmaking ticket or match backfill ticket that is currently being
* processed. To stop the matchmaking operation, specify the ticket ID. If
* successful, work on the ticket is stopped, and the ticket status is changed to
* <code>CANCELLED</code>.</p> <p>This call is also used to turn off automatic
* backfill for an individual game session. This is for game sessions that are
* created with a matchmaking configuration that has automatic backfill enabled.
* The ticket ID is included in the <code>MatchmakerData</code> of an updated game
* session object, which is provided to the game server.</p> <p>If the
* operation is successful, the service sends back an empty JSON struct with the
* HTTP 200 response (not an empty HTTP body).</p> <p> <b>Learn more</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html">
* Add FlexMatch to a game client</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking">AWS
* API Reference</a></p>
*/
virtual Model::StopMatchmakingOutcome StopMatchmaking(const Model::StopMatchmakingRequest& request) const;
/**
* A Callable wrapper for StopMatchmaking that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename StopMatchmakingRequestT = Model::StopMatchmakingRequest>
Model::StopMatchmakingOutcomeCallable StopMatchmakingCallable(const StopMatchmakingRequestT& request) const
{
return SubmitCallable(&GameLiftClient::StopMatchmaking, request);
}
/**
* An Async wrapper for StopMatchmaking that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename StopMatchmakingRequestT = Model::StopMatchmakingRequest>
void StopMatchmakingAsync(const StopMatchmakingRequestT& request, const StopMatchmakingResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::StopMatchmaking, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>Temporarily stops activity on a game server group
* without terminating instances or the game server group. You can restart activity
* by calling <a
* href="gamelift/latest/apireference/API_ResumeGameServerGroup.html">ResumeGameServerGroup</a>.
* You can suspend the following activity:</p> <ul> <li> <p> <b>Instance type
* replacement</b> - This activity evaluates the current game hosting viability of
* all Spot instance types that are defined for the game server group. It updates
* the Auto Scaling group to remove nonviable Spot Instance types, which have a
* higher chance of game server interruptions. It then balances capacity across the
* remaining viable Spot Instance types. When this activity is suspended, the Auto
* Scaling group continues with its current balance, regardless of viability.
* Instance protection, utilization metrics, and capacity scaling activities
* continue to be active. </p> </li> </ul> <p>To suspend activity, specify a game
* server group ARN and the type of activity to be suspended. If successful, a
* <code>GameServerGroup</code> object is returned showing that the activity is
* listed in <code>SuspendedActions</code>.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::SuspendGameServerGroupOutcome SuspendGameServerGroup(const Model::SuspendGameServerGroupRequest& request) const;
/**
* A Callable wrapper for SuspendGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename SuspendGameServerGroupRequestT = Model::SuspendGameServerGroupRequest>
Model::SuspendGameServerGroupOutcomeCallable SuspendGameServerGroupCallable(const SuspendGameServerGroupRequestT& request) const
{
return SubmitCallable(&GameLiftClient::SuspendGameServerGroup, request);
}
/**
* An Async wrapper for SuspendGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename SuspendGameServerGroupRequestT = Model::SuspendGameServerGroupRequest>
void SuspendGameServerGroupAsync(const SuspendGameServerGroupRequestT& request, const SuspendGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::SuspendGameServerGroup, request, handler, context);
}
/**
* <p>Assigns a tag to an Amazon GameLift resource. You can use tags to organize
* resources, create IAM permissions policies to manage access to groups of
* resources, customize Amazon Web Services cost breakdowns, and more. This
* operation handles the permissions necessary to manage tags for Amazon GameLift
* resources that support tagging.</p> <p>To add a tag to a resource, specify the
* unique ARN value for the resource and provide a tag list containing one or more
* tags. The operation succeeds even if the list includes tags that are already
* assigned to the resource. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* Amazon Web Services Resources</a> in the <i>Amazon Web Services General
* Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* Amazon Web Services Tagging Strategies</a> </p> <p> <b>Related actions</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource">AWS
* API Reference</a></p>
*/
virtual Model::TagResourceOutcome TagResource(const Model::TagResourceRequest& request) const;
/**
* A Callable wrapper for TagResource that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename TagResourceRequestT = Model::TagResourceRequest>
Model::TagResourceOutcomeCallable TagResourceCallable(const TagResourceRequestT& request) const
{
return SubmitCallable(&GameLiftClient::TagResource, request);
}
/**
* An Async wrapper for TagResource that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename TagResourceRequestT = Model::TagResourceRequest>
void TagResourceAsync(const TagResourceRequestT& request, const TagResourceResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::TagResource, request, handler, context);
}
/**
* <p>Removes a tag assigned to a Amazon GameLift resource. You can use resource
* tags to organize Amazon Web Services resources for a range of purposes. This
* operation handles the permissions necessary to manage tags for Amazon GameLift
* resources that support tagging.</p> <p>To remove a tag from a resource, specify
* the unique ARN value for the resource and provide a string list containing one
* or more tags to remove. This operation succeeds even if the list includes tags
* that aren't assigned to the resource.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
* Amazon Web Services Resources</a> in the <i>Amazon Web Services General
* Reference</i> </p> <p> <a
* href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
* Amazon Web Services Tagging Strategies</a> </p> <p> <b>Related actions</b> </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource">AWS
* API Reference</a></p>
*/
virtual Model::UntagResourceOutcome UntagResource(const Model::UntagResourceRequest& request) const;
/**
* A Callable wrapper for UntagResource that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UntagResourceRequestT = Model::UntagResourceRequest>
Model::UntagResourceOutcomeCallable UntagResourceCallable(const UntagResourceRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UntagResource, request);
}
/**
* An Async wrapper for UntagResource that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UntagResourceRequestT = Model::UntagResourceRequest>
void UntagResourceAsync(const UntagResourceRequestT& request, const UntagResourceResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UntagResource, request, handler, context);
}
/**
* <p>Updates properties for an alias. Specify the unique identifier of the alias
* to be updated and the new property values. When reassigning an alias to a new
* fleet, provide an updated routing strategy. If successful, the updated alias
* record is returned.</p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias">AWS
* API Reference</a></p>
*/
virtual Model::UpdateAliasOutcome UpdateAlias(const Model::UpdateAliasRequest& request) const;
/**
* A Callable wrapper for UpdateAlias that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateAliasRequestT = Model::UpdateAliasRequest>
Model::UpdateAliasOutcomeCallable UpdateAliasCallable(const UpdateAliasRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateAlias, request);
}
/**
* An Async wrapper for UpdateAlias that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateAliasRequestT = Model::UpdateAliasRequest>
void UpdateAliasAsync(const UpdateAliasRequestT& request, const UpdateAliasResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateAlias, request, handler, context);
}
/**
* <p>Updates metadata in a build resource, including the build name and version.
* To update the metadata, specify the build ID to update and provide the new
* values. If successful, a build object containing the updated metadata is
* returned.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">
* Upload a Custom Server Build</a> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild">AWS
* API Reference</a></p>
*/
virtual Model::UpdateBuildOutcome UpdateBuild(const Model::UpdateBuildRequest& request) const;
/**
* A Callable wrapper for UpdateBuild that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateBuildRequestT = Model::UpdateBuildRequest>
Model::UpdateBuildOutcomeCallable UpdateBuildCallable(const UpdateBuildRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateBuild, request);
}
/**
* An Async wrapper for UpdateBuild that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateBuildRequestT = Model::UpdateBuildRequest>
void UpdateBuildAsync(const UpdateBuildRequestT& request, const UpdateBuildResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateBuild, request, handler, context);
}
/**
* <p>Updates the properties of a managed container fleet. Depending on the
* properties being updated, this operation might initiate a fleet deployment. You
* can track deployments for a fleet using <a>DescribeFleetDeployment</a>.</p> <p>
* <b>Request options</b> </p> <p>As with CreateContainerFleet, many fleet
* properties use common defaults or are calculated based on the fleet's container
* group definitions. </p> <ul> <li> <p>Update fleet properties that result in a
* fleet deployment. Include only those properties that you want to change. Specify
* deployment configuration settings.</p> </li> <li> <p>Update fleet properties
* that don't result in a fleet deployment. Include only those properties that you
* want to change.</p> </li> </ul> <p>Changes to the following properties initiate
* a fleet deployment: </p> <ul> <li> <p>
* <code>GameServerContainerGroupDefinition</code> </p> </li> <li> <p>
* <code>PerInstanceContainerGroupDefinition</code> </p> </li> <li> <p>
* <code>GameServerContainerGroupsPerInstance</code> </p> </li> <li> <p>
* <code>InstanceInboundPermissions</code> </p> </li> <li> <p>
* <code>InstanceConnectionPortRange</code> </p> </li> <li> <p>
* <code>LogConfiguration</code> </p> </li> </ul> <p> <b>Results</b> </p> <p>If
* successful, this operation updates the container fleet resource, and might
* initiate a new deployment of fleet resources using the deployment configuration
* provided. A deployment replaces existing fleet instances with new instances that
* are deployed with the updated fleet properties. The fleet is placed in
* <code>UPDATING</code> status until the deployment is complete, then return to
* <code>ACTIVE</code>. </p> <p>You can have only one update deployment active at a
* time for a fleet. If a second update request initiates a deployment while
* another deployment is in progress, the first deployment is
* cancelled.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateContainerFleet">AWS
* API Reference</a></p>
*/
virtual Model::UpdateContainerFleetOutcome UpdateContainerFleet(const Model::UpdateContainerFleetRequest& request) const;
/**
* A Callable wrapper for UpdateContainerFleet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateContainerFleetRequestT = Model::UpdateContainerFleetRequest>
Model::UpdateContainerFleetOutcomeCallable UpdateContainerFleetCallable(const UpdateContainerFleetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateContainerFleet, request);
}
/**
* An Async wrapper for UpdateContainerFleet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateContainerFleetRequestT = Model::UpdateContainerFleetRequest>
void UpdateContainerFleetAsync(const UpdateContainerFleetRequestT& request, const UpdateContainerFleetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateContainerFleet, request, handler, context);
}
/**
* <p>Updates properties in an existing container group definition. This operation
* doesn't replace the definition. Instead, it creates a new version of the
* definition and saves it separately. You can access all versions that you choose
* to retain.</p> <p>The only property you can't update is the container group
* type.</p> <p> <b>Request options:</b> </p> <ul> <li> <p>Update based on the
* latest version of the container group definition. Specify the container group
* definition name only, or use an ARN value without a version number. Provide
* updated values for the properties that you want to change only. All other values
* remain the same as the latest version.</p> </li> <li> <p>Update based on a
* specific version of the container group definition. Specify the container group
* definition name and a source version number, or use an ARN value with a version
* number. Provide updated values for the properties that you want to change only.
* All other values remain the same as the source version.</p> </li> <li> <p>Change
* a game server container definition. Provide the updated container
* definition.</p> </li> <li> <p>Add or change a support container definition.
* Provide a complete set of container definitions, including the updated
* definition.</p> </li> <li> <p>Remove a support container definition. Provide a
* complete set of container definitions, excluding the definition to remove. If
* the container group has only one support container definition, provide an empty
* set.</p> </li> </ul> <p> <b>Results:</b> </p> <p>If successful, this operation
* returns the complete properties of the new container group definition
* version.</p> <p>If the container group definition version is used in an active
* fleets, the update automatically initiates a new fleet deployment of the new
* version. You can track a fleet's deployments using
* <a>ListFleetDeployments</a>.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateContainerGroupDefinition">AWS
* API Reference</a></p>
*/
virtual Model::UpdateContainerGroupDefinitionOutcome UpdateContainerGroupDefinition(const Model::UpdateContainerGroupDefinitionRequest& request) const;
/**
* A Callable wrapper for UpdateContainerGroupDefinition that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateContainerGroupDefinitionRequestT = Model::UpdateContainerGroupDefinitionRequest>
Model::UpdateContainerGroupDefinitionOutcomeCallable UpdateContainerGroupDefinitionCallable(const UpdateContainerGroupDefinitionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateContainerGroupDefinition, request);
}
/**
* An Async wrapper for UpdateContainerGroupDefinition that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateContainerGroupDefinitionRequestT = Model::UpdateContainerGroupDefinitionRequest>
void UpdateContainerGroupDefinitionAsync(const UpdateContainerGroupDefinitionRequestT& request, const UpdateContainerGroupDefinitionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateContainerGroupDefinition, request, handler, context);
}
/**
* <p>Updates a fleet's mutable attributes, such as game session protection and
* resource creation limits.</p> <p>To update fleet attributes, specify the fleet
* ID and the property values that you want to change. If successful, Amazon
* GameLift returns the identifiers for the updated fleet.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes">AWS
* API Reference</a></p>
*/
virtual Model::UpdateFleetAttributesOutcome UpdateFleetAttributes(const Model::UpdateFleetAttributesRequest& request) const;
/**
* A Callable wrapper for UpdateFleetAttributes that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateFleetAttributesRequestT = Model::UpdateFleetAttributesRequest>
Model::UpdateFleetAttributesOutcomeCallable UpdateFleetAttributesCallable(const UpdateFleetAttributesRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateFleetAttributes, request);
}
/**
* An Async wrapper for UpdateFleetAttributes that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateFleetAttributesRequestT = Model::UpdateFleetAttributesRequest>
void UpdateFleetAttributesAsync(const UpdateFleetAttributesRequestT& request, const UpdateFleetAttributesResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateFleetAttributes, request, handler, context);
}
/**
* <p>Updates capacity settings for a managed EC2 fleet or managed container fleet.
* For these fleets, you adjust capacity by changing the number of instances in the
* fleet. Fleet capacity determines the number of game sessions and players that
* the fleet can host based on its configuration. For fleets with multiple
* locations, use this operation to manage capacity settings in each location
* individually.</p> <p>Use this operation to set these fleet capacity properties:
* </p> <ul> <li> <p>Minimum/maximum size: Set hard limits on the number of Amazon
* EC2 instances allowed. If Amazon GameLift receives a request--either through
* manual update or automatic scaling--it won't change the capacity to a value
* outside of this range.</p> </li> <li> <p>Desired capacity: As an alternative to
* automatic scaling, manually set the number of Amazon EC2 instances to be
* maintained. Before changing a fleet's desired capacity, check the maximum
* capacity of the fleet's Amazon EC2 instance type by calling <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeEC2InstanceLimits.html">DescribeEC2InstanceLimits</a>.</p>
* </li> </ul> <p>To update capacity for a fleet's home Region, or if the fleet has
* no remote locations, omit the <code>Location</code> parameter. The fleet must be
* in <code>ACTIVE</code> status. </p> <p>To update capacity for a fleet's remote
* location, set the <code>Location</code> parameter to the location to update. The
* location must be in <code>ACTIVE</code> status.</p> <p>If successful, Amazon
* GameLift updates the capacity settings and returns the identifiers for the
* updated fleet and/or location. If a requested change to desired capacity exceeds
* the instance type's limit, the <code>LimitExceeded</code> exception occurs. </p>
* <p>Updates often prompt an immediate change in fleet capacity, such as when
* current capacity is different than the new desired capacity or outside the new
* limits. In this scenario, Amazon GameLift automatically initiates steps to add
* or remove instances in the fleet location. You can track a fleet's current
* capacity by calling <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html">DescribeFleetCapacity</a>
* or <a
* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html">DescribeFleetLocationCapacity</a>.
* </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html">Scaling
* fleet capacity</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity">AWS
* API Reference</a></p>
*/
virtual Model::UpdateFleetCapacityOutcome UpdateFleetCapacity(const Model::UpdateFleetCapacityRequest& request) const;
/**
* A Callable wrapper for UpdateFleetCapacity that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateFleetCapacityRequestT = Model::UpdateFleetCapacityRequest>
Model::UpdateFleetCapacityOutcomeCallable UpdateFleetCapacityCallable(const UpdateFleetCapacityRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateFleetCapacity, request);
}
/**
* An Async wrapper for UpdateFleetCapacity that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateFleetCapacityRequestT = Model::UpdateFleetCapacityRequest>
void UpdateFleetCapacityAsync(const UpdateFleetCapacityRequestT& request, const UpdateFleetCapacityResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateFleetCapacity, request, handler, context);
}
/**
* <p>Updates permissions that allow inbound traffic to connect to game sessions in
* the fleet. </p> <p>To update settings, specify the fleet ID to be updated and
* specify the changes to be made. List the permissions you want to add in
* <code>InboundPermissionAuthorizations</code>, and permissions you want to remove
* in <code>InboundPermissionRevocations</code>. Permissions to be removed must
* match existing fleet permissions. </p> <p>For a container fleet, inbound
* permissions must specify port numbers that are defined in the fleet's connection
* port settings.</p> <p>If successful, the fleet ID for the updated fleet is
* returned. For fleets with remote locations, port setting updates can take time
* to propagate across all locations. You can check the status of updates in each
* location by calling <code>DescribeFleetPortSettings</code> with a location
* name.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings">AWS
* API Reference</a></p>
*/
virtual Model::UpdateFleetPortSettingsOutcome UpdateFleetPortSettings(const Model::UpdateFleetPortSettingsRequest& request) const;
/**
* A Callable wrapper for UpdateFleetPortSettings that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateFleetPortSettingsRequestT = Model::UpdateFleetPortSettingsRequest>
Model::UpdateFleetPortSettingsOutcomeCallable UpdateFleetPortSettingsCallable(const UpdateFleetPortSettingsRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateFleetPortSettings, request);
}
/**
* An Async wrapper for UpdateFleetPortSettings that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateFleetPortSettingsRequestT = Model::UpdateFleetPortSettingsRequest>
void UpdateFleetPortSettingsAsync(const UpdateFleetPortSettingsRequestT& request, const UpdateFleetPortSettingsResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateFleetPortSettings, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>Updates information about a registered game server to
* help Amazon GameLift FleetIQ track game server availability. This operation is
* called by a game server process that is running on an instance in a game server
* group. </p> <p>Use this operation to update the following types of game server
* information. You can make all three types of updates in the same request:</p>
* <ul> <li> <p>To update the game server's utilization status from
* <code>AVAILABLE</code> (when the game server is available to be claimed) to
* <code>UTILIZED</code> (when the game server is currently hosting games).
* Identify the game server and game server group and specify the new utilization
* status. You can't change the status from to <code>UTILIZED</code> to
* <code>AVAILABLE</code> .</p> </li> <li> <p>To report health status, identify the
* game server and game server group and set health check to <code>HEALTHY</code>.
* If a game server does not report health status for a certain length of time, the
* game server is no longer considered healthy. As a result, it will be eventually
* deregistered from the game server group to avoid affecting utilization metrics.
* The best practice is to report health every 60 seconds.</p> </li> <li> <p>To
* change game server metadata, provide updated game server data.</p> </li> </ul>
* <p>Once a game server is successfully updated, the relevant statuses and
* timestamps are updated.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameServerOutcome UpdateGameServer(const Model::UpdateGameServerRequest& request) const;
/**
* A Callable wrapper for UpdateGameServer that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateGameServerRequestT = Model::UpdateGameServerRequest>
Model::UpdateGameServerOutcomeCallable UpdateGameServerCallable(const UpdateGameServerRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateGameServer, request);
}
/**
* An Async wrapper for UpdateGameServer that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateGameServerRequestT = Model::UpdateGameServerRequest>
void UpdateGameServerAsync(const UpdateGameServerRequestT& request, const UpdateGameServerResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateGameServer, request, handler, context);
}
/**
* <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game
* server groups.</b> </p> <p>Updates Amazon GameLift FleetIQ-specific properties
* for a game server group. Many Auto Scaling group properties are updated on the
* Auto Scaling group directly, including the launch template, Auto Scaling
* policies, and maximum/minimum/desired instance counts.</p> <p>To update the game
* server group, specify the game server group ID and provide the updated values.
* Before applying the updates, the new values are validated to ensure that Amazon
* GameLift FleetIQ can continue to perform instance balancing activity. If
* successful, a <code>GameServerGroup</code> object is returned.</p> <p> <b>Learn
* more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon
* GameLift FleetIQ Guide</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameServerGroupOutcome UpdateGameServerGroup(const Model::UpdateGameServerGroupRequest& request) const;
/**
* A Callable wrapper for UpdateGameServerGroup that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateGameServerGroupRequestT = Model::UpdateGameServerGroupRequest>
Model::UpdateGameServerGroupOutcomeCallable UpdateGameServerGroupCallable(const UpdateGameServerGroupRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateGameServerGroup, request);
}
/**
* An Async wrapper for UpdateGameServerGroup that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateGameServerGroupRequestT = Model::UpdateGameServerGroupRequest>
void UpdateGameServerGroupAsync(const UpdateGameServerGroupRequestT& request, const UpdateGameServerGroupResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateGameServerGroup, request, handler, context);
}
/**
* <p>Updates the mutable properties of a game session. </p> <p>To update a game
* session, specify the game session ID and the values you want to change. </p>
* <p>If successful, the updated <code>GameSession</code> object is returned. </p>
* <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameSessionOutcome UpdateGameSession(const Model::UpdateGameSessionRequest& request) const;
/**
* A Callable wrapper for UpdateGameSession that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateGameSessionRequestT = Model::UpdateGameSessionRequest>
Model::UpdateGameSessionOutcomeCallable UpdateGameSessionCallable(const UpdateGameSessionRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateGameSession, request);
}
/**
* An Async wrapper for UpdateGameSession that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateGameSessionRequestT = Model::UpdateGameSessionRequest>
void UpdateGameSessionAsync(const UpdateGameSessionRequestT& request, const UpdateGameSessionResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateGameSession, request, handler, context);
}
/**
* <p>Updates the configuration of a game session queue, which determines how the
* queue processes new game session requests. To update settings, specify the queue
* name to be updated and provide the new settings. When updating destinations,
* provide a complete list of destinations. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html">
* Using Multi-Region Queues</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue">AWS
* API Reference</a></p>
*/
virtual Model::UpdateGameSessionQueueOutcome UpdateGameSessionQueue(const Model::UpdateGameSessionQueueRequest& request) const;
/**
* A Callable wrapper for UpdateGameSessionQueue that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateGameSessionQueueRequestT = Model::UpdateGameSessionQueueRequest>
Model::UpdateGameSessionQueueOutcomeCallable UpdateGameSessionQueueCallable(const UpdateGameSessionQueueRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateGameSessionQueue, request);
}
/**
* An Async wrapper for UpdateGameSessionQueue that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateGameSessionQueueRequestT = Model::UpdateGameSessionQueueRequest>
void UpdateGameSessionQueueAsync(const UpdateGameSessionQueueRequestT& request, const UpdateGameSessionQueueResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateGameSessionQueue, request, handler, context);
}
/**
* <p>Updates settings for a FlexMatch matchmaking configuration. These changes
* affect all matches and game sessions that are created after the update. To
* update settings, specify the configuration name to be updated and provide the
* new settings. </p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html">
* Design a FlexMatch matchmaker</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::UpdateMatchmakingConfigurationOutcome UpdateMatchmakingConfiguration(const Model::UpdateMatchmakingConfigurationRequest& request) const;
/**
* A Callable wrapper for UpdateMatchmakingConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateMatchmakingConfigurationRequestT = Model::UpdateMatchmakingConfigurationRequest>
Model::UpdateMatchmakingConfigurationOutcomeCallable UpdateMatchmakingConfigurationCallable(const UpdateMatchmakingConfigurationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateMatchmakingConfiguration, request);
}
/**
* An Async wrapper for UpdateMatchmakingConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateMatchmakingConfigurationRequestT = Model::UpdateMatchmakingConfigurationRequest>
void UpdateMatchmakingConfigurationAsync(const UpdateMatchmakingConfigurationRequestT& request, const UpdateMatchmakingConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateMatchmakingConfiguration, request, handler, context);
}
/**
* <p>Updates the runtime configuration for the specified fleet. The runtime
* configuration tells Amazon GameLift how to launch server processes on computes
* in managed EC2 and Anywhere fleets. You can update a fleet's runtime
* configuration at any time after the fleet is created; it does not need to be in
* <code>ACTIVE</code> status.</p> <p>To update runtime configuration, specify the
* fleet ID and provide a <code>RuntimeConfiguration</code> with an updated set of
* server process configurations.</p> <p>If successful, the fleet's runtime
* configuration settings are updated. Fleet computes that run game server
* processes regularly check for and receive updated runtime configurations. The
* computes immediately take action to comply with the new configuration by
* launching new server processes or by not replacing existing processes when they
* shut down. Updating a fleet's runtime configuration never affects existing
* server processes.</p> <p> <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting
* up Amazon GameLift fleets</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration">AWS
* API Reference</a></p>
*/
virtual Model::UpdateRuntimeConfigurationOutcome UpdateRuntimeConfiguration(const Model::UpdateRuntimeConfigurationRequest& request) const;
/**
* A Callable wrapper for UpdateRuntimeConfiguration that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateRuntimeConfigurationRequestT = Model::UpdateRuntimeConfigurationRequest>
Model::UpdateRuntimeConfigurationOutcomeCallable UpdateRuntimeConfigurationCallable(const UpdateRuntimeConfigurationRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateRuntimeConfiguration, request);
}
/**
* An Async wrapper for UpdateRuntimeConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateRuntimeConfigurationRequestT = Model::UpdateRuntimeConfigurationRequest>
void UpdateRuntimeConfigurationAsync(const UpdateRuntimeConfigurationRequestT& request, const UpdateRuntimeConfigurationResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateRuntimeConfiguration, request, handler, context);
}
/**
* <p>Updates Realtime script metadata and content.</p> <p>To update script
* metadata, specify the script ID and provide updated name and/or version values.
* </p> <p>To update script content, provide an updated zip file by pointing to
* either a local file or an Amazon S3 bucket location. You can use either method
* regardless of how the original script was uploaded. Use the <i>Version</i>
* parameter to track updates to the script.</p> <p>If the call is successful, the
* updated metadata is stored in the script record and a revised script is uploaded
* to the Amazon GameLift service. Once the script is updated and acquired by a
* fleet instance, the new version is used for all new game sessions. </p> <p>
* <b>Learn more</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
* GameLift Realtime Servers</a> </p> <p> <b>Related actions</b> </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript">AWS
* API Reference</a></p>
*/
virtual Model::UpdateScriptOutcome UpdateScript(const Model::UpdateScriptRequest& request) const;
/**
* A Callable wrapper for UpdateScript that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename UpdateScriptRequestT = Model::UpdateScriptRequest>
Model::UpdateScriptOutcomeCallable UpdateScriptCallable(const UpdateScriptRequestT& request) const
{
return SubmitCallable(&GameLiftClient::UpdateScript, request);
}
/**
* An Async wrapper for UpdateScript that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename UpdateScriptRequestT = Model::UpdateScriptRequest>
void UpdateScriptAsync(const UpdateScriptRequestT& request, const UpdateScriptResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::UpdateScript, request, handler, context);
}
/**
* <p>Validates the syntax of a matchmaking rule or rule set. This operation checks
* that the rule set is using syntactically correct JSON and that it conforms to
* allowed property expressions. To validate syntax, provide a rule set JSON
* string.</p> <p> <b>Learn more</b> </p> <ul> <li> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build
* a rule set</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet">AWS
* API Reference</a></p>
*/
virtual Model::ValidateMatchmakingRuleSetOutcome ValidateMatchmakingRuleSet(const Model::ValidateMatchmakingRuleSetRequest& request) const;
/**
* A Callable wrapper for ValidateMatchmakingRuleSet that returns a future to the operation so that it can be executed in parallel to other requests.
*/
template<typename ValidateMatchmakingRuleSetRequestT = Model::ValidateMatchmakingRuleSetRequest>
Model::ValidateMatchmakingRuleSetOutcomeCallable ValidateMatchmakingRuleSetCallable(const ValidateMatchmakingRuleSetRequestT& request) const
{
return SubmitCallable(&GameLiftClient::ValidateMatchmakingRuleSet, request);
}
/**
* An Async wrapper for ValidateMatchmakingRuleSet that queues the request into a thread executor and triggers associated callback when operation has finished.
*/
template<typename ValidateMatchmakingRuleSetRequestT = Model::ValidateMatchmakingRuleSetRequest>
void ValidateMatchmakingRuleSetAsync(const ValidateMatchmakingRuleSetRequestT& request, const ValidateMatchmakingRuleSetResponseReceivedHandler& handler, const std::shared_ptr<const Aws::Client::AsyncCallerContext>& context = nullptr) const
{
return SubmitAsync(&GameLiftClient::ValidateMatchmakingRuleSet, request, handler, context);
}
void OverrideEndpoint(const Aws::String& endpoint);
std::shared_ptr<GameLiftEndpointProviderBase>& accessEndpointProvider();
private:
friend class Aws::Client::ClientWithAsyncTemplateMethods<GameLiftClient>;
void init(const GameLiftClientConfiguration& clientConfiguration);
GameLiftClientConfiguration m_clientConfiguration;
std::shared_ptr<GameLiftEndpointProviderBase> m_endpointProvider;
};
} // namespace GameLift
} // namespace Aws