%% WARNING: DO NOT EDIT, AUTO-GENERATED CODE! %% See https://github.com/aws-beam/aws-codegen for more details. %% @doc Amazon GameLift Service %% %% GameLift provides solutions for hosting session-based multiplayer game %% servers in the cloud, including tools for deploying, operating, and %% scaling game servers. %% %% Built on AWS global computing infrastructure, GameLift helps you deliver %% high-performance, high-reliability, low-cost game servers while %% dynamically scaling your resource usage to meet player demand. %% %% About GameLift solutions %% %% Get more information on these GameLift solutions in the Amazon GameLift %% Developer Guide. %% %% About this API Reference %% %% This reference guide describes the low-level service API for Amazon %% GameLift. You can find links to language-specific SDK guides and the AWS %% CLI reference with each operation and data type topic. Useful links: %% %% -module(aws_gamelift). -export([accept_match/2, accept_match/3, claim_game_server/2, claim_game_server/3, create_alias/2, create_alias/3, create_build/2, create_build/3, create_fleet/2, create_fleet/3, create_game_server_group/2, create_game_server_group/3, create_game_session/2, create_game_session/3, create_game_session_queue/2, create_game_session_queue/3, create_matchmaking_configuration/2, create_matchmaking_configuration/3, create_matchmaking_rule_set/2, create_matchmaking_rule_set/3, create_player_session/2, create_player_session/3, create_player_sessions/2, create_player_sessions/3, create_script/2, create_script/3, create_vpc_peering_authorization/2, create_vpc_peering_authorization/3, create_vpc_peering_connection/2, create_vpc_peering_connection/3, delete_alias/2, delete_alias/3, delete_build/2, delete_build/3, delete_fleet/2, delete_fleet/3, delete_game_server_group/2, delete_game_server_group/3, delete_game_session_queue/2, delete_game_session_queue/3, delete_matchmaking_configuration/2, delete_matchmaking_configuration/3, delete_matchmaking_rule_set/2, delete_matchmaking_rule_set/3, delete_scaling_policy/2, delete_scaling_policy/3, delete_script/2, delete_script/3, delete_vpc_peering_authorization/2, delete_vpc_peering_authorization/3, delete_vpc_peering_connection/2, delete_vpc_peering_connection/3, deregister_game_server/2, deregister_game_server/3, describe_alias/2, describe_alias/3, describe_build/2, describe_build/3, describe_ec2_instance_limits/2, describe_ec2_instance_limits/3, describe_fleet_attributes/2, describe_fleet_attributes/3, describe_fleet_capacity/2, describe_fleet_capacity/3, describe_fleet_events/2, describe_fleet_events/3, describe_fleet_port_settings/2, describe_fleet_port_settings/3, describe_fleet_utilization/2, describe_fleet_utilization/3, describe_game_server/2, describe_game_server/3, describe_game_server_group/2, describe_game_server_group/3, describe_game_server_instances/2, describe_game_server_instances/3, describe_game_session_details/2, describe_game_session_details/3, describe_game_session_placement/2, describe_game_session_placement/3, describe_game_session_queues/2, describe_game_session_queues/3, describe_game_sessions/2, describe_game_sessions/3, describe_instances/2, describe_instances/3, describe_matchmaking/2, describe_matchmaking/3, describe_matchmaking_configurations/2, describe_matchmaking_configurations/3, describe_matchmaking_rule_sets/2, describe_matchmaking_rule_sets/3, describe_player_sessions/2, describe_player_sessions/3, describe_runtime_configuration/2, describe_runtime_configuration/3, describe_scaling_policies/2, describe_scaling_policies/3, describe_script/2, describe_script/3, describe_vpc_peering_authorizations/2, describe_vpc_peering_authorizations/3, describe_vpc_peering_connections/2, describe_vpc_peering_connections/3, get_game_session_log_url/2, get_game_session_log_url/3, get_instance_access/2, get_instance_access/3, list_aliases/2, list_aliases/3, list_builds/2, list_builds/3, list_fleets/2, list_fleets/3, list_game_server_groups/2, list_game_server_groups/3, list_game_servers/2, list_game_servers/3, list_scripts/2, list_scripts/3, list_tags_for_resource/2, list_tags_for_resource/3, put_scaling_policy/2, put_scaling_policy/3, register_game_server/2, register_game_server/3, request_upload_credentials/2, request_upload_credentials/3, resolve_alias/2, resolve_alias/3, resume_game_server_group/2, resume_game_server_group/3, search_game_sessions/2, search_game_sessions/3, start_fleet_actions/2, start_fleet_actions/3, start_game_session_placement/2, start_game_session_placement/3, start_match_backfill/2, start_match_backfill/3, start_matchmaking/2, start_matchmaking/3, stop_fleet_actions/2, stop_fleet_actions/3, stop_game_session_placement/2, stop_game_session_placement/3, stop_matchmaking/2, stop_matchmaking/3, suspend_game_server_group/2, suspend_game_server_group/3, tag_resource/2, tag_resource/3, untag_resource/2, untag_resource/3, update_alias/2, update_alias/3, update_build/2, update_build/3, update_fleet_attributes/2, update_fleet_attributes/3, update_fleet_capacity/2, update_fleet_capacity/3, update_fleet_port_settings/2, update_fleet_port_settings/3, update_game_server/2, update_game_server/3, update_game_server_group/2, update_game_server_group/3, update_game_session/2, update_game_session/3, update_game_session_queue/2, update_game_session_queue/3, update_matchmaking_configuration/2, update_matchmaking_configuration/3, update_runtime_configuration/2, update_runtime_configuration/3, update_script/2, update_script/3, validate_matchmaking_rule_set/2, validate_matchmaking_rule_set/3]). -include_lib("hackney/include/hackney_lib.hrl"). %%==================================================================== %% API %%==================================================================== %% @doc Registers a player's acceptance or rejection of a proposed FlexMatch %% match. %% %% A matchmaking configuration may require player acceptance; if so, then %% matches built with that configuration cannot be completed unless all %% players accept the proposed match within a specified time limit. %% %% When FlexMatch builds a match, all the matchmaking tickets involved in the %% proposed match are placed into status `REQUIRES_ACCEPTANCE'. This is a %% trigger for your game to get acceptance from all players in the ticket. %% Acceptances are only valid for tickets when they are in this status; all %% other acceptances result in an error. %% %% To register acceptance, specify the ticket ID, a response, and one or more %% players. Once all players have registered acceptance, the matchmaking %% tickets advance to status `PLACING', where a new game session is created %% for the match. %% %% If any player rejects the match, or if acceptances are not received before %% a specified timeout, the proposed match is dropped. The matchmaking %% tickets are then handled in one of two ways: For tickets where one or more %% players rejected the match, the ticket status is returned to `SEARCHING' %% to find a new match. For tickets where one or more players failed to %% respond, the ticket status is set to `CANCELLED', and processing is %% terminated. A new matchmaking request for these players can be submitted %% as needed. %% %% Learn more %% %% Add FlexMatch to a Game Client %% %% FlexMatch Events Reference %% %% Related operations %% %% accept_match(Client, Input) when is_map(Client), is_map(Input) -> accept_match(Client, Input, []). accept_match(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"AcceptMatch">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Locates an available game server and temporarily reserves it to host %% gameplay and players. This operation is called from a game client or %% client service (such as a matchmaker) to request hosting resources for a %% new game session. In response, GameLift FleetIQ locates an available game %% server, places it in `CLAIMED' status for 60 seconds, and returns %% connection information that players can use to connect to the game server. %% %% To claim a game server, identify a game server group. You can also specify %% a game server ID, although this approach bypasses 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. %% %% When a game server is successfully claimed, connection information is %% returned. A claimed game server's utilization status remains `AVAILABLE' %% while the claim status is set to `CLAIMED' for up to 60 seconds. This time %% period gives the game server time to update its status to `UTILIZED' %% (using `UpdateGameServer') once players join. If the game server's status %% is not updated within 60 seconds, the game server reverts to unclaimed %% status and is available to be claimed by another request. The claim time %% period is a fixed value and is not configurable. %% %% If you try to claim a specific game server, this request will fail in the %% following cases: %% %% When claiming a specific game server, this request will %% succeed even if the game server is running on an instance in `DRAINING' %% status. To avoid this, first check the instance status by calling %% `DescribeGameServerInstances'. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% claim_game_server(Client, Input) when is_map(Client), is_map(Input) -> claim_game_server(Client, Input, []). claim_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ClaimGameServer">>, Input, Options). %% @doc Creates an alias for a fleet. %% %% In most situations, you can use an alias ID in place of a fleet ID. An %% alias provides a level of abstraction for a fleet that is useful when %% redirecting player traffic from one fleet to another, such as when %% updating your game build. %% %% Amazon GameLift supports two types of routing strategies for aliases: %% simple and terminal. A simple alias points to an active fleet. A terminal %% alias is used to display messaging or link to a URL instead of routing %% players to an active fleet. For example, you might use a terminal alias %% when a game version is no longer supported and you want to direct players %% to an upgrade site. %% %% To create a fleet alias, specify an alias name, routing strategy, and %% optional description. Each simple alias can point to only one fleet, but a %% fleet can have multiple aliases. If successful, a new alias record is %% returned, including an alias ID and an ARN. You can reassign an alias to %% another fleet by calling `UpdateAlias'. %% %% create_alias(Client, Input) when is_map(Client), is_map(Input) -> create_alias(Client, Input, []). create_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateAlias">>, Input, Options). %% @doc Creates a new Amazon GameLift build resource for your game server %% binary files. %% %% Game server binaries must be combined into a zip file for use with Amazon %% GameLift. %% %% When setting up a new game build for GameLift, we recommend using the AWS %% CLI command upload-build . This helper command combines two tasks: (1) it %% uploads your build files from a file directory to a GameLift Amazon S3 %% location, and (2) it creates a new build resource. %% %% The `CreateBuild' operation can used in the following scenarios: %% %% If successful, this operation creates a new build resource %% with a unique build ID and places it in `INITIALIZED' status. A build must %% be in `READY' status before you can create fleets with it. %% %% Learn more %% %% Uploading Your Game %% %% Create a Build with Files in Amazon S3 %% %% Related operations %% %% create_build(Client, Input) when is_map(Client), is_map(Input) -> create_build(Client, Input, []). create_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateBuild">>, Input, Options). %% @doc Creates a new fleet to run your game servers. %% %% whether they are custom game builds or Realtime Servers with game-specific %% script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) %% instances, each of which can host multiple game sessions. When creating a %% fleet, you choose the hardware specifications, set some configuration %% options, and specify the game server to deploy on the new fleet. %% %% To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 %% instance type and fleet type (spot or on-demand), (3) the build ID for %% your game build or script ID if using Realtime Servers, and (4) a runtime %% configuration, which determines how game servers will run on each instance %% in the fleet. %% %% If the `CreateFleet' call is successful, Amazon GameLift performs the %% following tasks. You can track the process of a fleet by checking the %% fleet status or by monitoring fleet creation events: %% %% Learn more %% %% Setting Up Fleets %% %% Debug Fleet Creation Issues %% %% Related operations %% %% create_fleet(Client, Input) when is_map(Client), is_map(Input) -> create_fleet(Client, Input, []). create_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateFleet">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Creates a GameLift FleetIQ game server group for managing game hosting on %% a collection of Amazon EC2 instances for game hosting. This operation %% creates the game server group, creates an Auto Scaling group in your AWS %% account, and establishes a link between the two groups. You can view the %% status of your game server groups in the GameLift console. Game server %% group metrics and events are emitted to Amazon CloudWatch. %% %% Before creating a new game server group, you must have the following: %% %% To create a new game server group, specify a unique group %% name, IAM role and Amazon EC2 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 %% GameLift FleetIQ metric. %% %% Once the game server group and corresponding Auto Scaling group are %% created, you have full access to change the Auto Scaling group's %% configuration as needed. Several properties that are set when creating a %% game server group, including maximum/minimum size and auto-scaling policy %% settings, must be updated directly in the Auto Scaling group. Keep in mind %% that some Auto Scaling group properties are periodically updated by %% GameLift FleetIQ as part of its balancing activities to optimize for %% availability and cost. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% create_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> create_game_server_group(Client, Input, []). create_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateGameServerGroup">>, Input, Options). %% @doc Creates a multiplayer game session for players. %% %% This operation creates a game session record and assigns an available %% server process in the specified fleet to host the game session. A fleet %% must have an `ACTIVE' status before a game session can be created in it. %% %% To create a game session, specify either fleet ID or alias ID and indicate %% a maximum number of players to allow in the game session. You can also %% provide a name and game-specific properties for this game session. If %% successful, a `GameSession' object is returned containing the game session %% properties and other settings you specified. %% %% Idempotency tokens. You can add a token that uniquely identifies game %% session requests. This is useful for ensuring that game session requests %% are idempotent. Multiple requests with the same idempotency token are %% processed only once; subsequent requests return the original result. All %% response values are the same with the exception of game session status, %% which may change. %% %% Resource creation limits. If you are creating a game session on a fleet %% with a resource creation limit policy in force, then you must specify a %% creator ID. Without this ID, Amazon GameLift has no way to evaluate the %% policy for this new game session request. %% %% Player acceptance policy. By default, newly created game sessions are open %% to new players. You can restrict new player access by using %% `UpdateGameSession' to change the game session's player session creation %% policy. %% %% Game session logs. Logs are retained for all active game sessions for 14 %% days. To access the logs, call `GetGameSessionLogUrl' to download the log %% files. %% %% Available in Amazon GameLift Local. %% %% create_game_session(Client, Input) when is_map(Client), is_map(Input) -> create_game_session(Client, Input, []). create_game_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateGameSession">>, Input, Options). %% @doc Establishes a new queue for processing requests to place new game %% sessions. %% %% A queue identifies where new game sessions can be hosted -- by specifying %% a list of destinations (fleets or aliases) -- and how long requests can %% wait in the queue before timing out. You can set up a queue to try to %% place game sessions on fleets in multiple Regions. To add placement %% requests to a queue, call `StartGameSessionPlacement' and reference the %% queue name. %% %% Destination order. When processing a request for a game session, Amazon %% GameLift tries each destination in order until it finds one with available %% resources to host the new game session. A queue's default order is %% determined by how destinations are listed. The default order is overridden %% when a game session placement request provides player latency information. %% Player latency information enables Amazon GameLift to prioritize %% destinations where players report the lowest average latency, as a result %% placing the new game session where the majority of players will have the %% best possible gameplay experience. %% %% Player latency policies. For placement requests containing player latency %% information, use player latency policies to protect individual players %% from very high latencies. With a latency cap, even when a destination can %% deliver a low latency for most players, the game is not placed where any %% individual player is reporting latency higher than a policy's maximum. A %% queue can have multiple latency policies, which are enforced consecutively %% starting with the policy with the lowest latency cap. Use multiple %% policies to gradually relax latency controls; for example, you might set a %% policy with a low latency cap for the first 60 seconds, a second policy %% with a higher cap for the next 60 seconds, etc. %% %% To create a new queue, provide a name, timeout value, a list of %% destinations and, if desired, a set of latency policies. If successful, a %% new queue object is returned. %% %% Learn more %% %% Design a Game Session Queue %% %% Create a Game Session Queue %% %% Related operations %% %% create_game_session_queue(Client, Input) when is_map(Client), is_map(Input) -> create_game_session_queue(Client, Input, []). create_game_session_queue(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateGameSessionQueue">>, Input, Options). %% @doc Defines a new matchmaking configuration for use with FlexMatch. %% %% Whether your are using FlexMatch with 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 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 (`StartMatchmaking' or `StartMatchBackfill') %% identify the matchmaking configuration to use and provide player %% attributes consistent with that configuration. %% %% To create a matchmaking configuration, you must provide the following: %% configuration name and FlexMatch mode (with or without 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 GameLift %% hosting, you also need to identify the game session queue to use when %% starting a game session for the match. %% %% In addition, you must set up an Amazon Simple Notification Service (SNS) %% to receive matchmaking notifications, and provide the topic ARN in the %% matchmaking configuration. An alternative method, continuously polling %% ticket status with `DescribeMatchmaking', is only suitable for games in %% development with low matchmaking usage. %% %% Learn more %% %% FlexMatch Developer Guide %% %% Design a FlexMatch Matchmaker %% %% Set Up FlexMatch Event Notification %% %% Related operations %% %% create_matchmaking_configuration(Client, Input) when is_map(Client), is_map(Input) -> create_matchmaking_configuration(Client, Input, []). create_matchmaking_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateMatchmakingConfiguration">>, Input, Options). %% @doc 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. A rule set is used by a %% `MatchmakingConfiguration'. %% %% To create a matchmaking rule set, provide unique rule set name and the %% rule set body in JSON format. Rule sets must be defined in the same Region %% as the matchmaking configuration they are used with. %% %% Since matchmaking rule sets cannot be edited, it is a good idea to check %% the rule set syntax using `ValidateMatchmakingRuleSet' before creating a %% new rule set. %% %% Learn more %% %% Related operations %% %% create_matchmaking_rule_set(Client, Input) when is_map(Client), is_map(Input) -> create_matchmaking_rule_set(Client, Input, []). create_matchmaking_rule_set(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateMatchmakingRuleSet">>, Input, Options). %% @doc Reserves an open player slot in an active game session. %% %% Before a player can be added, a game session must have an `ACTIVE' status, %% have a creation policy of `ALLOW_ALL', and have an open player slot. To %% add a group of players to a game session, use `CreatePlayerSessions'. When %% the player connects to the game server and references a player session ID, %% the game server contacts the Amazon GameLift service to validate the %% player reservation and accept the player. %% %% To create a player session, specify a game session ID, player ID, and %% optionally a string of player data. If successful, a slot is reserved in %% the game session for the player and a new `PlayerSession' object is %% returned. Player sessions cannot be updated. %% %% Available in Amazon GameLift Local. %% %% create_player_session(Client, Input) when is_map(Client), is_map(Input) -> create_player_session(Client, Input, []). create_player_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreatePlayerSession">>, Input, Options). %% @doc Reserves open slots in a game session for a group of players. %% %% Before players can be added, a game session must have an `ACTIVE' status, %% have a creation policy of `ALLOW_ALL', and have an open player slot. To %% add a single player to a game session, use `CreatePlayerSession'. When a %% player connects to the game server and references a player session ID, the %% game server contacts the Amazon GameLift service to validate the player %% reservation and accept the player. %% %% To create player sessions, specify a game session ID, a list of player %% IDs, and optionally a set of player data strings. If successful, a slot is %% reserved in the game session for each player and a set of new %% `PlayerSession' objects is returned. Player sessions cannot be updated. %% %% Available in Amazon GameLift Local. %% %% create_player_sessions(Client, Input) when is_map(Client), is_map(Input) -> create_player_sessions(Client, Input, []). create_player_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreatePlayerSessions">>, Input, Options). %% @doc Creates a new script record for your Realtime Servers script. %% %% Realtime scripts are JavaScript that provide configuration settings and %% optional custom game logic for your game. The script is deployed when you %% create a Realtime Servers fleet to host your game sessions. Script logic %% is executed during an active game session. %% %% To create a new script record, specify a script name and provide the %% script file(s). The script files and all dependencies must be zipped into %% a single file. You can pull the zip file from either of these locations: %% %% If the call is successful, a new script record is created with %% a unique script ID. If the script file is provided as a local file, the %% file is uploaded to an Amazon GameLift-owned S3 bucket and the script %% record's storage location reflects this location. If the script file is %% provided as an S3 bucket, Amazon GameLift accesses the file at this %% storage location as needed for deployment. %% %% Learn more %% %% Amazon GameLift Realtime Servers %% %% Set Up a Role for Amazon GameLift Access %% %% Related operations %% %% create_script(Client, Input) when is_map(Client), is_map(Input) -> create_script(Client, Input, []). create_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateScript">>, Input, Options). %% @doc 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 AWS account. %% %% VPC peering enables the game servers on your fleet to communicate directly %% with other AWS resources. Once you've received authorization, call %% `CreateVpcPeeringConnection' to establish the peering connection. For more %% information, see VPC Peering with Amazon GameLift Fleets. %% %% You can peer with VPCs that are owned by any AWS account you have access %% to, including the account that you use to manage your Amazon GameLift %% fleets. You cannot peer with VPCs that are in different Regions. %% %% To request authorization to create a connection, call this operation from %% the AWS 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 AWS account that you use to manage Amazon %% GameLift. If successful, VPC peering is authorized for the specified VPC. %% %% To request authorization to delete a connection, call this operation from %% the AWS 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 AWS account that you use to %% manage Amazon GameLift. %% %% The authorization remains valid for 24 hours unless it is canceled by a %% call to `DeleteVpcPeeringAuthorization'. You must create or delete the %% peering connection while the authorization is valid. %% %% create_vpc_peering_authorization(Client, Input) when is_map(Client), is_map(Input) -> create_vpc_peering_authorization(Client, Input, []). create_vpc_peering_authorization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateVpcPeeringAuthorization">>, Input, Options). %% @doc Establishes a VPC peering connection between a virtual private cloud %% (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. %% %% VPC peering enables the game servers on your fleet to communicate directly %% with other AWS resources. You can peer with VPCs in any AWS account that %% you have access to, including the account that you use to manage your %% Amazon GameLift fleets. You cannot peer with VPCs that are in different %% Regions. For more information, see VPC Peering with Amazon GameLift %% Fleets. %% %% Before calling this operation to establish the peering connection, you %% first need to call `CreateVpcPeeringAuthorization' and identify the VPC %% you want to peer with. Once the authorization for the specified VPC is %% issued, you have 24 hours to establish the connection. These two %% operations handle all tasks necessary to peer the two VPCs, including %% acceptance, updating routing tables, etc. %% %% To establish the connection, call this operation from the AWS 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 AWS 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 `VpcPeeringConnection' request is created. %% You can use continuous polling to track the request's status using %% `DescribeVpcPeeringConnections', or by monitoring fleet events for success %% or failure using `DescribeFleetEvents'. %% %% create_vpc_peering_connection(Client, Input) when is_map(Client), is_map(Input) -> create_vpc_peering_connection(Client, Input, []). create_vpc_peering_connection(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"CreateVpcPeeringConnection">>, Input, Options). %% @doc 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. %% %% delete_alias(Client, Input) when is_map(Client), is_map(Input) -> delete_alias(Client, Input, []). delete_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteAlias">>, Input, Options). %% @doc Deletes a build. %% %% This operation permanently deletes the build resource and any uploaded %% build files. Deleting a build does not affect the status of any active %% fleets using the build, but you can no longer create new fleets with the %% deleted build. %% %% To delete a build, specify the build ID. %% %% Learn more %% %% Upload a Custom Server Build %% %% Related operations %% %% delete_build(Client, Input) when is_map(Client), is_map(Input) -> delete_build(Client, Input, []). delete_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteBuild">>, Input, Options). %% @doc Deletes everything related to a fleet. %% %% Before deleting a fleet, you must set the fleet's desired capacity to %% zero. See `UpdateFleetCapacity'. %% %% If the fleet being deleted has a VPC peering connection, you first need to %% get a valid authorization (good for 24 hours) by calling %% `CreateVpcPeeringAuthorization'. You do not need to explicitly delete the %% VPC peering connection--this is done as part of the delete fleet process. %% %% This operation removes the fleet and its resources. Once a fleet is %% deleted, you can no longer use any of the resource in that fleet. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% delete_fleet(Client, Input) when is_map(Client), is_map(Input) -> delete_fleet(Client, Input, []). delete_fleet(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteFleet">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Terminates a game server group and permanently deletes the game server %% group record. You have several options for how these resources are %% impacted when deleting the game server group. Depending on the type of %% delete operation selected, this operation might affect these resources: %% %% To delete a game server group, identify the game server group %% to delete and specify the type of delete operation to initiate. Game %% server groups can only be deleted if they are in `ACTIVE' or `ERROR' %% status. %% %% If the delete request is successful, a series of operations are kicked %% off. The game server group status is changed to `DELETE_SCHEDULED', which %% prevents new game servers from being registered and stops automatic %% scaling activity. Once all game servers in the game server group are %% deregistered, GameLift FleetIQ can begin deleting resources. If any of the %% delete operations fail, the game server group is placed in `ERROR' status. %% %% GameLift FleetIQ emits delete events to Amazon CloudWatch. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% delete_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> delete_game_server_group(Client, Input, []). delete_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteGameServerGroup">>, Input, Options). %% @doc Deletes a game session queue. %% %% Once a queue is successfully deleted, unfulfilled %% `StartGameSessionPlacement' requests that reference the queue will fail. %% To delete a queue, specify the queue name. %% %% Learn more %% %% Using Multi-Region Queues %% %% Related operations %% %% delete_game_session_queue(Client, Input) when is_map(Client), is_map(Input) -> delete_game_session_queue(Client, Input, []). delete_game_session_queue(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteGameSessionQueue">>, Input, Options). %% @doc 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. %% %% Related operations %% %% delete_matchmaking_configuration(Client, Input) when is_map(Client), is_map(Input) -> delete_matchmaking_configuration(Client, Input, []). delete_matchmaking_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteMatchmakingConfiguration">>, Input, Options). %% @doc Deletes an existing matchmaking rule set. %% %% To delete the rule set, provide the rule set name. Rule sets cannot be %% deleted if they are currently being used by a matchmaking configuration. %% %% Learn more %% %% Related operations %% %% delete_matchmaking_rule_set(Client, Input) when is_map(Client), is_map(Input) -> delete_matchmaking_rule_set(Client, Input, []). delete_matchmaking_rule_set(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteMatchmakingRuleSet">>, Input, Options). %% @doc Deletes a fleet scaling policy. %% %% Once deleted, the policy is no longer in force and GameLift removes all %% record of it. To delete a scaling policy, specify both the scaling policy %% name and the fleet ID it is associated with. %% %% To temporarily suspend scaling policies, call `StopFleetActions'. This %% operation suspends all policies for the fleet. %% %% delete_scaling_policy(Client, Input) when is_map(Client), is_map(Input) -> delete_scaling_policy(Client, Input, []). delete_scaling_policy(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteScalingPolicy">>, Input, Options). %% @doc Deletes a Realtime script. %% %% This operation permanently deletes the script record. If script files were %% uploaded, they are also deleted (files stored in an S3 bucket are not %% deleted). %% %% To delete a script, specify the script ID. Before deleting a script, be %% sure to terminate all fleets that are deployed with the script being %% deleted. Fleet instances periodically check for script updates, and if the %% script record no longer exists, the instance will go into an error state %% and be unable to host game sessions. %% %% Learn more %% %% Amazon GameLift Realtime Servers %% %% Related operations %% %% delete_script(Client, Input) when is_map(Client), is_map(Input) -> delete_script(Client, Input, []). delete_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteScript">>, Input, Options). %% @doc Cancels a pending VPC peering authorization for the specified VPC. %% %% If you need to delete an existing VPC peering connection, call %% `DeleteVpcPeeringConnection'. %% %% delete_vpc_peering_authorization(Client, Input) when is_map(Client), is_map(Input) -> delete_vpc_peering_authorization(Client, Input, []). delete_vpc_peering_authorization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteVpcPeeringAuthorization">>, Input, Options). %% @doc 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. You can check for an %% authorization by calling `DescribeVpcPeeringAuthorizations' or request a %% new one using `CreateVpcPeeringAuthorization'. %% %% Once a valid authorization exists, call this operation from the AWS %% 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. %% %% delete_vpc_peering_connection(Client, Input) when is_map(Client), is_map(Input) -> delete_vpc_peering_connection(Client, Input, []). delete_vpc_peering_connection(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeleteVpcPeeringConnection">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Removes the game server from a game server group. As a result of this %% operation, the deregistered game server can no longer be claimed and will %% not be returned in a list of active game servers. %% %% To deregister a game server, specify the game server group and game server %% ID. If successful, this operation emits a CloudWatch event with %% termination timestamp and reason. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% deregister_game_server(Client, Input) when is_map(Client), is_map(Input) -> deregister_game_server(Client, Input, []). deregister_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DeregisterGameServer">>, Input, Options). %% @doc Retrieves properties for an alias. %% %% This operation returns all alias metadata and settings. To get an alias's %% target fleet ID only, use `ResolveAlias'. %% %% To get alias properties, specify the alias ID. If successful, the %% requested alias record is returned. %% %% describe_alias(Client, Input) when is_map(Client), is_map(Input) -> describe_alias(Client, Input, []). describe_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeAlias">>, Input, Options). %% @doc Retrieves properties for a custom game build. %% %% To request a build resource, specify a build ID. If successful, an object %% containing the build properties is returned. %% %% Learn more %% %% Upload a Custom Server Build %% %% Related operations %% %% describe_build(Client, Input) when is_map(Client), is_map(Input) -> describe_build(Client, Input, []). describe_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeBuild">>, Input, Options). %% @doc Retrieves the following information for the specified EC2 instance %% type: %% %% To learn more about the capabilities of each instance type, %% see Amazon EC2 Instance Types. Note that the instance types offered may %% vary depending on the region. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% describe_ec2_instance_limits(Client, Input) when is_map(Client), is_map(Input) -> describe_ec2_instance_limits(Client, Input, []). describe_ec2_instance_limits(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeEC2InstanceLimits">>, Input, Options). %% @doc Retrieves core properties, including configuration, status, and %% metadata, for a fleet. %% %% To get attributes for one or more fleets, provide a list of fleet IDs or %% fleet ARNs. To get attributes for all fleets, do not specify a fleet %% identifier. When requesting attributes for multiple fleets, use the %% pagination parameters to retrieve results as a set of sequential pages. If %% successful, a `FleetAttributes' object is returned for each fleet %% requested, unless the fleet identifier is not found. %% %% Some API operations 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 number. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% describe_fleet_attributes(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_attributes(Client, Input, []). describe_fleet_attributes(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetAttributes">>, Input, Options). %% @doc Retrieves the current capacity statistics for one or more fleets. %% %% These statistics present a snapshot of the fleet's instances and provide %% insight on current or imminent scaling activity. To get statistics on game %% hosting activity in the fleet, see `DescribeFleetUtilization'. %% %% You can request capacity for all fleets or specify a list of one or more %% fleet identifiers. When requesting multiple fleets, use the pagination %% parameters to retrieve results as a set of sequential pages. If %% successful, a `FleetCapacity' object is returned for each requested fleet %% ID. When a list of fleet IDs is provided, attribute objects are returned %% only for fleets that currently exist. %% %% Some API operations may limit the number of fleet IDs allowed in one %% request. If a request exceeds this limit, the request fails and the error %% message includes the maximum allowed. %% %% Learn more %% %% Setting up GameLift Fleets %% %% GameLift Metrics for Fleets %% %% Related operations %% %% describe_fleet_capacity(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_capacity(Client, Input, []). describe_fleet_capacity(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetCapacity">>, Input, Options). %% @doc Retrieves entries from the specified fleet's event log. %% %% You can specify a time range to limit the result set. Use the pagination %% parameters to retrieve results as a set of sequential pages. If %% successful, a collection of event log entries matching the request are %% returned. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% describe_fleet_events(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_events(Client, Input, []). describe_fleet_events(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetEvents">>, Input, Options). %% @doc Retrieves a fleet's inbound connection permissions. %% %% Connection permissions specify the range of IP addresses and port settings %% that incoming traffic can use to access server processes in the fleet. %% Game sessions that are running on instances in the fleet use connections %% that fall in this range. %% %% To get a fleet's inbound connection permissions, specify the fleet's %% unique identifier. If successful, a collection of `IpPermission' objects %% is returned for the requested fleet ID. If the requested fleet has been %% deleted, the result set is empty. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% describe_fleet_port_settings(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_port_settings(Client, Input, []). describe_fleet_port_settings(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetPortSettings">>, Input, Options). %% @doc Retrieves utilization statistics for one or more fleets. %% %% These statistics provide insight into how available hosting resources are %% currently being used. To get statistics on available hosting resources, %% see `DescribeFleetCapacity'. %% %% You can request utilization data for all fleets, or specify a list of one %% or more fleet IDs. When requesting multiple fleets, use the pagination %% parameters to retrieve results as a set of sequential pages. If %% successful, a `FleetUtilization' object is returned for each requested %% fleet ID, unless the fleet identifier is not found. %% %% Some API operations may limit the number of fleet IDs allowed in one %% request. If a request exceeds this limit, the request fails and the error %% message includes the maximum allowed. %% %% Learn more %% %% Setting up GameLift Fleets %% %% GameLift Metrics for Fleets %% %% Related operations %% %% describe_fleet_utilization(Client, Input) when is_map(Client), is_map(Input) -> describe_fleet_utilization(Client, Input, []). describe_fleet_utilization(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeFleetUtilization">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Retrieves information for a registered game server. Information includes %% game server status, health check info, and the instance that the game %% server is running on. %% %% To retrieve game server information, specify the game server ID. If %% successful, the requested game server object is returned. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% describe_game_server(Client, Input) when is_map(Client), is_map(Input) -> describe_game_server(Client, Input, []). describe_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameServer">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Retrieves information on a game server group. This operation returns only %% properties related to GameLift FleetIQ. To view or update properties for %% the corresponding Auto Scaling group, such as launch template, auto %% scaling policies, and maximum/minimum group size, access the Auto Scaling %% group directly. %% %% To get attributes for a game server group, provide a group name or ARN %% value. If successful, a `GameServerGroup' object is returned. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% describe_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> describe_game_server_group(Client, Input, []). describe_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameServerGroup">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Retrieves status information about the Amazon EC2 instances associated %% with a GameLift FleetIQ game server group. Use this operation to detect %% when instances are active or not available to host new game servers. If %% you are looking for instance configuration information, call %% `DescribeGameServerGroup' or access the corresponding Auto Scaling group %% properties. %% %% To request status for all instances in the game server group, provide a %% game server group ID only. To request status for specific instances, %% provide the game server group ID and one or more instance IDs. Use the %% pagination parameters to retrieve results in sequential segments. If %% successful, a collection of `GameServerInstance' objects is returned. %% %% This operation is not designed to be called with every game server claim %% request; this practice can cause you to exceed your API limit, which %% results in errors. Instead, as a best practice, cache the results and %% refresh your cache no more than once every 10 seconds. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% describe_game_server_instances(Client, Input) when is_map(Client), is_map(Input) -> describe_game_server_instances(Client, Input, []). describe_game_server_instances(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameServerInstances">>, Input, Options). %% @doc Retrieves properties, including the protection policy in force, for %% one or more game sessions. %% %% This operation can be used in several ways: (1) provide a `GameSessionId' %% or `GameSessionArn' to request details for a specific game session; (2) %% provide either a `FleetId' or an `AliasId' to request properties for all %% game sessions running on a fleet. %% %% To get game session record(s), specify just one of the following: game %% session ID, fleet ID, or alias ID. You can filter this request by game %% session status. Use the pagination parameters to retrieve results as a set %% of sequential pages. If successful, a `GameSessionDetail' object is %% returned for each session matching the request. %% %% describe_game_session_details(Client, Input) when is_map(Client), is_map(Input) -> describe_game_session_details(Client, Input, []). describe_game_session_details(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessionDetails">>, Input, Options). %% @doc Retrieves properties and current status of a game session placement %% request. %% %% To get game session placement details, specify the placement ID. If %% successful, a `GameSessionPlacement' object is returned. %% %% describe_game_session_placement(Client, Input) when is_map(Client), is_map(Input) -> describe_game_session_placement(Client, Input, []). describe_game_session_placement(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessionPlacement">>, Input, Options). %% @doc 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. If successful, a `GameSessionQueue' %% object is returned for each requested queue. When specifying a list of %% queues, objects are returned only for queues that currently exist in the %% Region. %% %% Learn more %% %% View Your Queues %% %% Related operations %% %% describe_game_session_queues(Client, Input) when is_map(Client), is_map(Input) -> describe_game_session_queues(Client, Input, []). describe_game_session_queues(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessionQueues">>, Input, Options). %% @doc Retrieves a set of one or more game sessions. %% %% Request a specific game session or request all game sessions on a fleet. %% Alternatively, use `SearchGameSessions' to request a set of active game %% sessions that are filtered by certain criteria. To retrieve protection %% policy settings for game sessions, use `DescribeGameSessionDetails'. %% %% To get game sessions, specify one of the following: game session ID, fleet %% ID, or alias ID. You can filter this request by game session status. Use %% the pagination parameters to retrieve results as a set of sequential %% pages. If successful, a `GameSession' object is returned for each game %% session matching the request. %% %% Available in Amazon GameLift Local. %% %% describe_game_sessions(Client, Input) when is_map(Client), is_map(Input) -> describe_game_sessions(Client, Input, []). describe_game_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeGameSessions">>, Input, Options). %% @doc Retrieves information about a fleet's instances, including instance %% IDs. %% %% Use this operation to get details on all instances in the fleet or get %% details on one specific instance. %% %% To get a specific instance, specify fleet ID and instance ID. To get all %% instances in a fleet, specify a fleet ID only. Use the pagination %% parameters to retrieve results as a set of sequential pages. If %% successful, an `Instance' object is returned for each result. %% %% Learn more %% %% Remotely Access Fleet Instances %% %% Debug Fleet Issues %% %% Related operations %% %% describe_instances(Client, Input) when is_map(Client), is_map(Input) -> describe_instances(Client, Input, []). describe_instances(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeInstances">>, Input, Options). %% @doc Retrieves one or more matchmaking tickets. %% %% Use this operation to retrieve ticket information, including--after a %% successful match is made--connection information for the resulting new %% game session. %% %% To request matchmaking tickets, provide a list of up to 10 ticket IDs. If %% the request is successful, a ticket object is returned for each requested %% ID that currently exists. %% %% This operation is not designed to be continually called to track %% matchmaking ticket status. This practice can cause you to exceed your API %% limit, which results in errors. Instead, as a best practice, set up an %% Amazon Simple Notification Service (SNS) to receive notifications, and %% provide the topic ARN in the matchmaking configuration. Continuously %% poling ticket status with `DescribeMatchmaking' should only be used for %% games in development with low matchmaking usage. %% %% Learn more %% %% Add FlexMatch to a Game Client %% %% Set Up FlexMatch Event Notification %% %% Related operations %% %% describe_matchmaking(Client, Input) when is_map(Client), is_map(Input) -> describe_matchmaking(Client, Input, []). describe_matchmaking(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeMatchmaking">>, Input, Options). %% @doc Retrieves the details of FlexMatch matchmaking configurations. %% %% This operation offers the following options: (1) retrieve all matchmaking %% configurations, (2) retrieve configurations for a specified list, or (3) %% retrieve all configurations that use a specified rule set name. When %% requesting multiple items, use the pagination parameters to retrieve %% results as a set of sequential pages. %% %% If successful, a configuration is returned for each requested name. When %% specifying a list of names, only configurations that currently exist are %% returned. %% %% Learn more %% %% Setting Up FlexMatch Matchmakers %% %% Related operations %% %% describe_matchmaking_configurations(Client, Input) when is_map(Client), is_map(Input) -> describe_matchmaking_configurations(Client, Input, []). describe_matchmaking_configurations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeMatchmakingConfigurations">>, Input, Options). %% @doc Retrieves the details for FlexMatch matchmaking rule sets. %% %% You can request all existing rule sets for the Region, or provide a list %% of one or more rule set names. When requesting multiple items, use the %% pagination parameters to retrieve results as a set of sequential pages. If %% successful, a rule set is returned for each requested name. %% %% Learn more %% %% Related operations %% %% describe_matchmaking_rule_sets(Client, Input) when is_map(Client), is_map(Input) -> describe_matchmaking_rule_sets(Client, Input, []). describe_matchmaking_rule_sets(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeMatchmakingRuleSets">>, Input, Options). %% @doc Retrieves properties for one or more player sessions. %% %% This operation can be used in several ways: (1) provide a %% `PlayerSessionId' to request properties for a specific player session; (2) %% provide a `GameSessionId' to request properties for all player sessions in %% the specified game session; (3) provide a `PlayerId' to request properties %% for all player sessions of a specified player. %% %% To get game session record(s), specify only one of the following: a player %% session ID, a game session ID, or a player ID. You can filter this request %% by player session status. Use the pagination parameters to retrieve %% results as a set of sequential pages. If successful, a `PlayerSession' %% object is returned for each session matching the request. %% %% Available in Amazon GameLift Local. %% %% describe_player_sessions(Client, Input) when is_map(Client), is_map(Input) -> describe_player_sessions(Client, Input, []). describe_player_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribePlayerSessions">>, Input, Options). %% @doc Retrieves a fleet's runtime configuration settings. %% %% The runtime configuration tells Amazon GameLift which server processes to %% run (and how) on each instance in the fleet. %% %% To get a runtime configuration, specify the fleet's unique identifier. If %% successful, a `RuntimeConfiguration' object is returned for the requested %% fleet. If the requested fleet has been deleted, the result set is empty. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Running Multiple Processes on a Fleet %% %% Related operations %% %% describe_runtime_configuration(Client, Input) when is_map(Client), is_map(Input) -> describe_runtime_configuration(Client, Input, []). describe_runtime_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeRuntimeConfiguration">>, Input, Options). %% @doc Retrieves all scaling policies applied to a fleet. %% %% To get a fleet's scaling policies, specify the fleet ID. You can filter %% this request by policy status, such as to retrieve only active scaling %% policies. Use the pagination parameters to retrieve results as a set of %% sequential pages. If successful, set of `ScalingPolicy' objects is %% returned for the fleet. %% %% A fleet may have all of its scaling policies suspended %% (`StopFleetActions'). This operation does not affect the status of the %% scaling policies, which remains ACTIVE. To see whether a fleet's scaling %% policies are in force or suspended, call `DescribeFleetAttributes' and %% check the stopped actions. %% %% describe_scaling_policies(Client, Input) when is_map(Client), is_map(Input) -> describe_scaling_policies(Client, Input, []). describe_scaling_policies(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeScalingPolicies">>, Input, Options). %% @doc Retrieves properties for a Realtime script. %% %% To request a script record, specify the script ID. If successful, an %% object containing the script properties is returned. %% %% Learn more %% %% Amazon GameLift Realtime Servers %% %% Related operations %% %% describe_script(Client, Input) when is_map(Client), is_map(Input) -> describe_script(Client, Input, []). describe_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeScript">>, Input, Options). %% @doc Retrieves valid VPC peering authorizations that are pending for the %% AWS account. %% %% This operation returns all VPC peering authorizations and requests for %% peering. This includes those initiated and received by this account. %% %% describe_vpc_peering_authorizations(Client, Input) when is_map(Client), is_map(Input) -> describe_vpc_peering_authorizations(Client, Input, []). describe_vpc_peering_authorizations(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeVpcPeeringAuthorizations">>, Input, Options). %% @doc Retrieves information on VPC peering connections. %% %% Use this operation to get peering information for all fleets or for one %% specific fleet ID. %% %% To retrieve connection information, call this operation from the AWS %% 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. %% %% describe_vpc_peering_connections(Client, Input) when is_map(Client), is_map(Input) -> describe_vpc_peering_connections(Client, Input, []). describe_vpc_peering_connections(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"DescribeVpcPeeringConnections">>, Input, Options). %% @doc Retrieves the location of stored game session logs for a specified %% game session. %% %% When a game session is terminated, Amazon GameLift automatically stores %% the logs in Amazon S3 and retains them for 14 days. Use this URL to %% download the logs. %% %% See the AWS Service Limits page for maximum log file sizes. Log files that %% exceed this limit are not saved. %% %% get_game_session_log_url(Client, Input) when is_map(Client), is_map(Input) -> get_game_session_log_url(Client, Input, []). get_game_session_log_url(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetGameSessionLogUrl">>, Input, Options). %% @doc Requests remote access to a fleet instance. %% %% Remote access is useful for debugging, gathering benchmarking data, or %% observing activity in real time. %% %% To remotely access an instance, you need credentials that match the %% operating system of the instance. For a Windows instance, Amazon GameLift %% returns a user name and password as strings for use with a Windows Remote %% Desktop client. For a Linux instance, Amazon GameLift returns a user name %% and RSA private key, also as strings, for use with an SSH client. The %% private key must be saved in the proper format to a `.pem' file before %% using. If you're making this request using the AWS CLI, saving the secret %% can be handled as part of the GetInstanceAccess request, as shown in one %% of the examples for this operation. %% %% To request access to a specific instance, specify the IDs of both the %% instance and the fleet it belongs to. You can retrieve a fleet's instance %% IDs by calling `DescribeInstances'. If successful, an `InstanceAccess' %% object is returned that contains the instance's IP address and a set of %% credentials. %% %% Learn more %% %% Remotely Access Fleet Instances %% %% Debug Fleet Issues %% %% Related operations %% %% get_instance_access(Client, Input) when is_map(Client), is_map(Input) -> get_instance_access(Client, Input, []). get_instance_access(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"GetInstanceAccess">>, Input, Options). %% @doc Retrieves all aliases for this AWS account. %% %% You can filter the result set by alias name and/or routing strategy type. %% Use the pagination parameters to retrieve results in sequential pages. %% %% Returned aliases are not listed in any particular order. %% %% list_aliases(Client, Input) when is_map(Client), is_map(Input) -> list_aliases(Client, Input, []). list_aliases(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListAliases">>, Input, Options). %% @doc Retrieves build resources for all builds associated with the AWS %% account in use. %% %% You can limit results to builds that are in a specific status by using the %% `Status' parameter. Use the pagination parameters to retrieve results in a %% set of sequential pages. %% %% Build resources are not listed in any particular order. %% %% Learn more %% %% Upload a Custom Server Build %% %% Related operations %% %% list_builds(Client, Input) when is_map(Client), is_map(Input) -> list_builds(Client, Input, []). list_builds(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListBuilds">>, Input, Options). %% @doc Retrieves a collection of fleet resources for this AWS account. %% %% You can filter the result set to find only those fleets that are deployed %% with a specific build or script. Use the pagination parameters to retrieve %% results in sequential pages. %% %% Fleet resources are not listed in a particular order. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% list_fleets(Client, Input) when is_map(Client), is_map(Input) -> list_fleets(Client, Input, []). list_fleets(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListFleets">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Retrieves information on all game servers groups that exist in the current %% AWS account for the selected Region. Use the pagination parameters to %% retrieve results in a set of sequential segments. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% list_game_server_groups(Client, Input) when is_map(Client), is_map(Input) -> list_game_server_groups(Client, Input, []). list_game_server_groups(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListGameServerGroups">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Retrieves information on all game servers that are currently active in a %% specified game server group. You can opt to sort the list by game server %% age. Use the pagination parameters to retrieve results in a set of %% sequential segments. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% list_game_servers(Client, Input) when is_map(Client), is_map(Input) -> list_game_servers(Client, Input, []). list_game_servers(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListGameServers">>, Input, Options). %% @doc Retrieves script records for all Realtime scripts that are associated %% with the AWS account in use. %% %% Learn more %% %% Amazon GameLift Realtime Servers %% %% Related operations %% %% list_scripts(Client, Input) when is_map(Client), is_map(Input) -> list_scripts(Client, Input, []). list_scripts(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListScripts">>, Input, Options). %% @doc Retrieves all tags that are assigned to a GameLift resource. %% %% Resource tags are used to organize AWS resources for a range of purposes. %% This operation handles the permissions necessary to manage tags for the %% following GameLift resource types: %% %% To list tags for a resource, specify the unique ARN value for %% the resource. %% %% Learn more %% %% Tagging AWS Resources in the AWS General Reference %% %% AWS Tagging Strategies %% %% Related operations %% %% list_tags_for_resource(Client, Input) when is_map(Client), is_map(Input) -> list_tags_for_resource(Client, Input, []). list_tags_for_resource(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ListTagsForResource">>, Input, Options). %% @doc Creates or updates a scaling policy for a fleet. %% %% Scaling policies are used to automatically scale a fleet's hosting %% capacity to meet player demand. An active scaling policy instructs Amazon %% GameLift to track a fleet metric and automatically change the fleet's %% capacity when a certain threshold is reached. There are two types of %% scaling policies: target-based and rule-based. Use a target-based policy %% to quickly and efficiently manage fleet scaling; this option is the most %% commonly used. Use rule-based policies when you need to exert fine-grained %% control over auto-scaling. %% %% Fleets can have multiple scaling policies of each type in force at the %% same time; you can have one target-based policy, one or multiple %% rule-based scaling policies, or both. We recommend caution, however, %% because multiple auto-scaling policies can have unintended consequences. %% %% You can temporarily suspend all scaling policies for a fleet by calling %% `StopFleetActions' with the fleet action AUTO_SCALING. To resume scaling %% policies, call `StartFleetActions' with the same fleet action. To stop %% just one scaling policy--or to permanently remove it, you must delete the %% policy with `DeleteScalingPolicy'. %% %% Learn more about how to work with auto-scaling in Set Up Fleet Automatic %% Scaling. %% %% Target-based policy %% %% A target-based policy tracks a single metric: %% PercentAvailableGameSessions. This metric tells us how much of a fleet's %% hosting capacity is ready to host game sessions but is not currently in %% use. This is the fleet's buffer; it measures the additional player demand %% that the fleet could handle at current capacity. With a target-based %% policy, you set your ideal buffer size and leave it to Amazon GameLift to %% take whatever action is needed to maintain that target. %% %% For example, you might choose to maintain a 10% buffer for a fleet that %% has the capacity to host 100 simultaneous game sessions. This policy tells %% Amazon GameLift to take action whenever the fleet's available capacity %% falls below or rises above 10 game sessions. Amazon GameLift will start %% new instances or stop unused instances in order to return to the 10% %% buffer. %% %% To create or update a target-based policy, specify a fleet ID and name, %% and set the policy type to "TargetBased". Specify the metric to track %% (PercentAvailableGameSessions) and reference a `TargetConfiguration' %% object with your desired buffer value. Exclude all other parameters. On a %% successful request, the policy name is returned. The scaling policy is %% automatically in force as soon as it's successfully created. If the %% fleet's auto-scaling actions are temporarily suspended, the new policy %% will be in force once the fleet actions are restarted. %% %% Rule-based policy %% %% A rule-based policy tracks specified fleet metric, sets a threshold value, %% and specifies the type of action to initiate when triggered. With a %% rule-based policy, you can select from several available fleet metrics. %% Each policy specifies whether to scale up or scale down (and by how much), %% so you need one policy for each type of action. %% %% For example, a policy may make the following statement: "If the percentage %% of idle instances is greater than 20% for more than 15 minutes, then %% reduce the fleet capacity by 10%." %% %% A policy's rule statement has the following structure: %% %% If `[MetricName]' is `[ComparisonOperator]' `[Threshold]' for %% `[EvaluationPeriods]' minutes, then `[ScalingAdjustmentType]' to/by %% `[ScalingAdjustment]'. %% %% To implement the example, the rule statement would look like this: %% %% If `[PercentIdleInstances]' is `[GreaterThanThreshold]' `[20]' for `[15]' %% minutes, then `[PercentChangeInCapacity]' to/by `[10]'. %% %% To create or update a scaling policy, specify a unique combination of name %% and fleet ID, and set the policy type to "RuleBased". Specify the %% parameter values for a policy rule statement. On a successful request, the %% policy name is returned. Scaling policies are automatically in force as %% soon as they're successfully created. If the fleet's auto-scaling actions %% are temporarily suspended, the new policy will be in force once the fleet %% actions are restarted. %% %% put_scaling_policy(Client, Input) when is_map(Client), is_map(Input) -> put_scaling_policy(Client, Input, []). put_scaling_policy(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"PutScalingPolicy">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Creates a new game server resource and notifies 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 GameLift FleetIQ to track %% available game servers and enables game clients and services to claim a %% game server for a new game session. %% %% To register a game server, identify the game server group and instance %% where the game server is running, and provide a unique identifier for the %% game server. You can also include connection and game server data. When a %% game client or service requests a game server by calling %% `ClaimGameServer', this information is returned in the response. %% %% Once a game server is successfully registered, it is put in status %% `AVAILABLE'. A request to register a game server may fail if the instance %% it is running on is in the process of shutting down as part of instance %% balancing or scale-down activity. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% register_game_server(Client, Input) when is_map(Client), is_map(Input) -> register_game_server(Client, Input, []). register_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"RegisterGameServer">>, Input, Options). %% @doc 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 `CreateBuild'. %% %% To request new credentials, specify the build ID as returned with an %% initial `CreateBuild' request. If successful, a new set of credentials are %% returned, along with the S3 storage location associated with the build ID. %% %% Learn more %% %% Create a Build with Files in S3 %% %% Related operations %% %% request_upload_credentials(Client, Input) when is_map(Client), is_map(Input) -> request_upload_credentials(Client, Input, []). request_upload_credentials(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"RequestUploadCredentials">>, Input, Options). %% @doc Retrieves the fleet ID that an alias is currently pointing to. %% %% resolve_alias(Client, Input) when is_map(Client), is_map(Input) -> resolve_alias(Client, Input, []). resolve_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ResolveAlias">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Reinstates activity on a game server group after it has been suspended. A %% game server group might be suspended by the`SuspendGameServerGroup' %% operation, or it might be suspended involuntarily due to a configuration %% problem. In the second case, you can manually resume activity on the group %% once the configuration problem has been resolved. Refer to the game server %% group status and status reason for more information on why group activity %% is suspended. %% %% To resume activity, specify a game server group ARN and the type of %% activity to be resumed. If successful, a `GameServerGroup' object is %% returned showing that the resumed activity is no longer listed in %% `SuspendedActions'. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% resume_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> resume_game_server_group(Client, Input, []). resume_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ResumeGameServerGroup">>, Input, Options). %% @doc Retrieves all active game sessions that match a set of search %% criteria and sorts them in a specified order. %% %% You can search or sort by the following game session attributes: %% %% Returned values for `playerSessionCount' and %% `hasAvailablePlayerSessions' change quickly as players join sessions and %% others drop out. Results should be considered a snapshot in time. Be sure %% to refresh search results often, and handle sessions that fill up before a %% player can join. %% %% To search or sort, specify either a fleet ID or an alias ID, and provide a %% search filter expression, a sort expression, or both. If successful, a %% collection of `GameSession' objects matching the request is returned. Use %% the pagination parameters to retrieve results as a set of sequential %% pages. %% %% You can search for game sessions one fleet at a time only. To find game %% sessions across multiple fleets, you must search each fleet separately and %% combine the results. This search feature finds only game sessions that are %% in `ACTIVE' status. To locate games in statuses other than active, use %% `DescribeGameSessionDetails'. %% %% search_game_sessions(Client, Input) when is_map(Client), is_map(Input) -> search_game_sessions(Client, Input, []). search_game_sessions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"SearchGameSessions">>, Input, Options). %% @doc Resumes activity on a fleet that was suspended with %% `StopFleetActions'. %% %% Currently, this operation is used to restart a fleet's auto-scaling %% activity. %% %% To start fleet actions, specify the fleet ID and the type of actions to %% restart. When auto-scaling fleet actions are restarted, Amazon GameLift %% once again initiates scaling events as triggered by the fleet's scaling %% policies. If actions on the fleet were never stopped, this operation will %% have no effect. You can view a fleet's stopped actions using %% `DescribeFleetAttributes'. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% start_fleet_actions(Client, Input) when is_map(Client), is_map(Input) -> start_fleet_actions(Client, Input, []). start_fleet_actions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartFleetActions">>, Input, Options). %% @doc Places a request for a new game session in a queue (see %% `CreateGameSessionQueue'). %% %% When processing a placement request, Amazon GameLift searches for %% available resources on the queue's destinations, scanning each until it %% finds resources or the placement request times out. %% %% A game session placement request can also request player sessions. When a %% new game session is successfully created, Amazon GameLift creates a player %% session for each player included in the request. %% %% When placing a game session, by default Amazon GameLift tries each fleet %% in the order they are listed in the queue configuration. Ideally, a %% queue's destinations are listed in preference order. %% %% Alternatively, when requesting a game session with players, you can also %% provide latency data for each player in relevant Regions. Latency data %% indicates the performance lag a player experiences when connected to a %% fleet in the Region. Amazon GameLift uses latency data to reorder the list %% of destinations to place the game session in a Region with minimal lag. If %% latency data is provided for multiple players, Amazon GameLift calculates %% each Region's average lag for all players and reorders to get the best %% game play across all players. %% %% To place a new game session request, specify the following: %% %% If successful, a new game session placement is created. %% %% To track the status of a placement request, call %% `DescribeGameSessionPlacement' and check the request's status. If the %% status is `FULFILLED', a new game session has been created and a game %% session ARN and Region are referenced. If the placement request times out, %% you can resubmit the request or retry it with a different queue. %% %% start_game_session_placement(Client, Input) when is_map(Client), is_map(Input) -> start_game_session_placement(Client, Input, []). start_game_session_placement(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartGameSessionPlacement">>, Input, Options). %% @doc Finds new players to fill open slots in an existing game session. %% %% This operation can be used to add players to matched games that start with %% fewer than the maximum number of players or to replace players when they %% drop out. By backfilling with the same matchmaker used to create the %% original match, you ensure that new players meet the match criteria and %% maintain a consistent experience throughout the game session. You can %% backfill a match anytime after a game session has been created. %% %% To request a match backfill, specify a unique ticket ID, the existing game %% session's ARN, a matchmaking configuration, and a set of data that %% describes all current players in the game session. If successful, a match %% backfill ticket is created and returned with status set to QUEUED. The %% ticket is placed in the matchmaker's ticket pool and processed. Track the %% status of the ticket to respond as needed. %% %% The process of finding backfill matches is essentially identical to the %% initial matchmaking process. The matchmaker searches the pool and groups %% tickets together to form potential matches, allowing only one backfill %% ticket per potential match. Once the a match is formed, the matchmaker %% creates player sessions for the new players. All tickets in the match are %% updated with the game session's connection information, and the %% `GameSession' object is updated to include matchmaker data on the new %% players. For more detail on how match backfill requests are processed, see %% How Amazon GameLift FlexMatch Works. %% %% Learn more %% %% Backfill Existing Games with FlexMatch %% %% How GameLift FlexMatch Works %% %% Related operations %% %% start_match_backfill(Client, Input) when is_map(Client), is_map(Input) -> start_match_backfill(Client, Input, []). start_match_backfill(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartMatchBackfill">>, Input, Options). %% @doc Uses FlexMatch to create a game match for a group of players based on %% custom matchmaking rules. %% %% If you're also using GameLift hosting, a new game session is started for %% the matched players. Each matchmaking request identifies one or more %% players to find a match for, and specifies the type of match to build, %% including the team configuration and the rules for an acceptable match. %% When a matchmaking request identifies a group of players who want to play %% together, FlexMatch finds additional players to fill the match. Match %% type, rules, and other features are defined in a %% `MatchmakingConfiguration'. %% %% To start matchmaking, provide a unique ticket ID, specify a matchmaking %% configuration, and include the players to be matched. For each player, you %% must also include the player attribute values that are required by the %% matchmaking configuration (in the rule set). If successful, a matchmaking %% ticket is returned with status set to `QUEUED'. %% %% Track the status of the ticket to respond as needed. If you're also using %% GameLift hosting, a successfully completed ticket contains game session %% connection information. Ticket status updates are tracked using event %% notification through Amazon Simple Notification Service (SNS), which is %% defined in the matchmaking configuration. %% %% Learn more %% %% Add FlexMatch to a Game Client %% %% Set Up FlexMatch Event Notification %% %% FlexMatch Integration Roadmap %% %% How GameLift FlexMatch Works %% %% Related operations %% %% start_matchmaking(Client, Input) when is_map(Client), is_map(Input) -> start_matchmaking(Client, Input, []). start_matchmaking(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StartMatchmaking">>, Input, Options). %% @doc Suspends activity on a fleet. %% %% Currently, this operation is used to stop a fleet's auto-scaling activity. %% It is used to temporarily stop triggering scaling events. The policies can %% be retained and auto-scaling activity can be restarted using %% `StartFleetActions'. You can view a fleet's stopped actions using %% `DescribeFleetAttributes'. %% %% To stop fleet actions, specify the fleet ID and the type of actions to %% suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no %% longer initiates scaling events except in response to manual changes using %% `UpdateFleetCapacity'. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% stop_fleet_actions(Client, Input) when is_map(Client), is_map(Input) -> stop_fleet_actions(Client, Input, []). stop_fleet_actions(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StopFleetActions">>, Input, Options). %% @doc Cancels a game session placement that is in `PENDING' status. %% %% To stop a placement, provide the placement ID values. If successful, the %% placement is moved to `CANCELLED' status. %% %% stop_game_session_placement(Client, Input) when is_map(Client), is_map(Input) -> stop_game_session_placement(Client, Input, []). stop_game_session_placement(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StopGameSessionPlacement">>, Input, Options). %% @doc Cancels a matchmaking ticket or match backfill ticket that is %% currently being processed. %% %% To stop the matchmaking operation, specify the ticket ID. If successful, %% work on the ticket is stopped, and the ticket status is changed to %% `CANCELLED'. %% %% This call is also used to turn off automatic backfill for an individual %% game session. This is for game sessions that are created with a %% matchmaking configuration that has automatic backfill enabled. The ticket %% ID is included in the `MatchmakerData' of an updated game session object, %% which is provided to the game server. %% %% If the operation is successful, the service sends back an empty JSON %% struct with the HTTP 200 response (not an empty HTTP body). %% %% Learn more %% %% Add FlexMatch to a Game Client %% %% Related operations %% %% stop_matchmaking(Client, Input) when is_map(Client), is_map(Input) -> stop_matchmaking(Client, Input, []). stop_matchmaking(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"StopMatchmaking">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Temporarily stops activity on a game server group without terminating %% instances or the game server group. You can restart activity by calling %% `ResumeGameServerGroup'. You can suspend the following activity: %% %% To suspend activity, specify a game server group ARN and the %% type of activity to be suspended. If successful, a `GameServerGroup' %% object is returned showing that the activity is listed in %% `SuspendedActions'. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% suspend_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> suspend_game_server_group(Client, Input, []). suspend_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"SuspendGameServerGroup">>, Input, Options). %% @doc Assigns a tag to a GameLift resource. %% %% AWS resource tags provide an additional management tool set. You can use %% tags to organize resources, create IAM permissions policies to manage %% access to groups of resources, customize AWS cost breakdowns, etc. This %% operation handles the permissions necessary to manage tags for the %% following GameLift resource types: %% %% 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 specified resource. %% %% Learn more %% %% Tagging AWS Resources in the AWS General Reference %% %% AWS Tagging Strategies %% %% Related operations %% %% tag_resource(Client, Input) when is_map(Client), is_map(Input) -> tag_resource(Client, Input, []). tag_resource(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"TagResource">>, Input, Options). %% @doc Removes a tag that is assigned to a GameLift resource. %% %% Resource tags are used to organize AWS resources for a range of purposes. %% This operation handles the permissions necessary to manage tags for the %% following GameLift resource types: %% %% 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 %% be removed. This operation succeeds even if the list includes tags that %% are not currently assigned to the specified resource. %% %% Learn more %% %% Tagging AWS Resources in the AWS General Reference %% %% AWS Tagging Strategies %% %% Related operations %% %% untag_resource(Client, Input) when is_map(Client), is_map(Input) -> untag_resource(Client, Input, []). untag_resource(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UntagResource">>, Input, Options). %% @doc Updates properties for an alias. %% %% To update properties, specify the alias ID to be updated and provide the %% information to be changed. To reassign an alias to another fleet, provide %% an updated routing strategy. If successful, the updated alias record is %% returned. %% %% update_alias(Client, Input) when is_map(Client), is_map(Input) -> update_alias(Client, Input, []). update_alias(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateAlias">>, Input, Options). %% @doc Updates metadata in a build resource, including the build name and %% version. %% %% To update the metadata, specify the build ID to update and provide the new %% values. If successful, a build object containing the updated metadata is %% returned. %% %% Learn more %% %% Upload a Custom Server Build %% %% Related operations %% %% update_build(Client, Input) when is_map(Client), is_map(Input) -> update_build(Client, Input, []). update_build(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateBuild">>, Input, Options). %% @doc Updates fleet properties, including name and description, for a %% fleet. %% %% To update metadata, specify the fleet ID and the property values that you %% want to change. If successful, the fleet ID for the updated fleet is %% returned. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% update_fleet_attributes(Client, Input) when is_map(Client), is_map(Input) -> update_fleet_attributes(Client, Input, []). update_fleet_attributes(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateFleetAttributes">>, Input, Options). %% @doc Updates capacity settings for a fleet. %% %% Use this operation to specify the number of EC2 instances (hosts) that you %% want this fleet to contain. Before calling this operation, you may want to %% call `DescribeEC2InstanceLimits' to get the maximum capacity based on the %% fleet's EC2 instance type. %% %% Specify minimum and maximum number of instances. Amazon GameLift will not %% change fleet capacity to values fall outside of this range. This is %% particularly important when using auto-scaling (see `PutScalingPolicy') to %% allow capacity to adjust based on player demand while imposing limits on %% automatic adjustments. %% %% To update fleet capacity, specify the fleet ID and the number of instances %% you want the fleet to host. If successful, Amazon GameLift starts or %% terminates instances so that the fleet's active instance count matches the %% desired instance count. You can view a fleet's current capacity %% information by calling `DescribeFleetCapacity'. If the desired instance %% count is higher than the instance type's limit, the "Limit Exceeded" %% exception occurs. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% update_fleet_capacity(Client, Input) when is_map(Client), is_map(Input) -> update_fleet_capacity(Client, Input, []). update_fleet_capacity(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateFleetCapacity">>, Input, Options). %% @doc Updates port settings for a fleet. %% %% To update settings, specify the fleet ID to be updated and list the %% permissions you want to update. List the permissions you want to add in %% `InboundPermissionAuthorizations', and permissions you want to remove in %% `InboundPermissionRevocations'. Permissions to be removed must match %% existing fleet permissions. If successful, the fleet ID for the updated %% fleet is returned. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% update_fleet_port_settings(Client, Input) when is_map(Client), is_map(Input) -> update_fleet_port_settings(Client, Input, []). update_fleet_port_settings(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateFleetPortSettings">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Updates information about a registered game server to help GameLift %% FleetIQ to track game server availability. This operation is called by a %% game server process that is running on an instance in a game server group. %% %% Use this operation to update the following types of game server %% information. You can make all three types of updates in the same request: %% %% Once a game server is successfully updated, the relevant %% statuses and timestamps are updated. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% update_game_server(Client, Input) when is_map(Client), is_map(Input) -> update_game_server(Client, Input, []). update_game_server(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameServer">>, Input, Options). %% @doc This operation is used with the Amazon GameLift FleetIQ solution and %% game server groups. %% %% Updates GameLift FleetIQ-specific properties for a game server group. Many %% Auto Scaling group properties are updated on the Auto Scaling group %% directly, including the launch template, Auto Scaling policies, and %% maximum/minimum/desired instance counts. %% %% To update the game server group, specify the game server group ID and %% provide the updated values. Before applying the updates, the new values %% are validated to ensure that GameLift FleetIQ can continue to perform %% instance balancing activity. If successful, a `GameServerGroup' object is %% returned. %% %% Learn more %% %% GameLift FleetIQ Guide %% %% Related operations %% %% update_game_server_group(Client, Input) when is_map(Client), is_map(Input) -> update_game_server_group(Client, Input, []). update_game_server_group(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameServerGroup">>, Input, Options). %% @doc Updates game session properties. %% %% This includes the session name, maximum player count, protection policy, %% which controls whether or not an active game session can be terminated %% during a scale-down event, and the player session creation policy, which %% controls whether or not new players can join the session. To update a game %% session, specify the game session ID and the values you want to change. If %% successful, an updated `GameSession' object is returned. %% %% update_game_session(Client, Input) when is_map(Client), is_map(Input) -> update_game_session(Client, Input, []). update_game_session(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameSession">>, Input, Options). %% @doc Updates settings for a game session queue, which determines how new %% game session requests in the queue are processed. %% %% To update settings, specify the queue name to be updated and provide the %% new settings. When updating destinations, provide a complete list of %% destinations. %% %% Learn more %% %% Using Multi-Region Queues %% %% Related operations %% %% update_game_session_queue(Client, Input) when is_map(Client), is_map(Input) -> update_game_session_queue(Client, Input, []). update_game_session_queue(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateGameSessionQueue">>, Input, Options). %% @doc Updates settings for a FlexMatch matchmaking configuration. %% %% These changes affect all matches and game sessions that are created after %% the update. To update settings, specify the configuration name to be %% updated and provide the new settings. %% %% Learn more %% %% Design a FlexMatch Matchmaker %% %% Related operations %% %% update_matchmaking_configuration(Client, Input) when is_map(Client), is_map(Input) -> update_matchmaking_configuration(Client, Input, []). update_matchmaking_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateMatchmakingConfiguration">>, Input, Options). %% @doc Updates the current runtime configuration for the specified fleet, %% which tells Amazon GameLift how to launch server processes on instances in %% the fleet. %% %% You can update a fleet's runtime configuration at any time after the fleet %% is created; it does not need to be in an `ACTIVE' status. %% %% To update runtime configuration, specify the fleet ID and provide a %% `RuntimeConfiguration' object with an updated set of server process %% configurations. %% %% Each instance in a Amazon GameLift fleet checks regularly for an updated %% runtime configuration and changes how it launches server processes to %% comply with the latest version. Existing server processes are not affected %% by the update; runtime configuration changes are applied gradually as %% existing processes shut down and new processes are launched during Amazon %% GameLift's normal process recycling activity. %% %% Learn more %% %% Setting up GameLift Fleets %% %% Related operations %% %% update_runtime_configuration(Client, Input) when is_map(Client), is_map(Input) -> update_runtime_configuration(Client, Input, []). update_runtime_configuration(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateRuntimeConfiguration">>, Input, Options). %% @doc Updates Realtime script metadata and content. %% %% To update script metadata, specify the script ID and provide updated name %% and/or version values. %% %% To update script content, provide an updated zip file by pointing to %% either a local file or an Amazon S3 bucket location. You can use either %% method regardless of how the original script was uploaded. Use the Version %% parameter to track updates to the script. %% %% If the call is successful, the updated metadata is stored in the script %% record and a revised script is uploaded to the Amazon GameLift service. %% Once the script is updated and acquired by a fleet instance, the new %% version is used for all new game sessions. %% %% Learn more %% %% Amazon GameLift Realtime Servers %% %% Related operations %% %% update_script(Client, Input) when is_map(Client), is_map(Input) -> update_script(Client, Input, []). update_script(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"UpdateScript">>, Input, Options). %% @doc Validates the syntax of a matchmaking rule or rule set. %% %% This operation checks that the rule set is using syntactically correct %% JSON and that it conforms to allowed property expressions. To validate %% syntax, provide a rule set JSON string. %% %% Learn more %% %% Related operations %% %% validate_matchmaking_rule_set(Client, Input) when is_map(Client), is_map(Input) -> validate_matchmaking_rule_set(Client, Input, []). validate_matchmaking_rule_set(Client, Input, Options) when is_map(Client), is_map(Input), is_list(Options) -> request(Client, <<"ValidateMatchmakingRuleSet">>, Input, Options). %%==================================================================== %% Internal functions %%==================================================================== -spec request(aws_client:aws_client(), binary(), map(), list()) -> {ok, Result, {integer(), list(), hackney:client()}} | {error, Error, {integer(), list(), hackney:client()}} | {error, term()} when Result :: map() | undefined, Error :: map(). request(Client, Action, Input0, Options) -> Client1 = Client#{service => <<"gamelift">>}, Host = build_host(<<"gamelift">>, Client1), URL = build_url(Host, Client1), Headers = [ {<<"Host">>, Host}, {<<"Content-Type">>, <<"application/x-amz-json-1.1">>}, {<<"X-Amz-Target">>, <<"GameLift.", Action/binary>>} ], Input = Input0, Payload = jsx:encode(Input), SignedHeaders = aws_request:sign_request(Client1, <<"POST">>, URL, Headers, Payload), Response = hackney:request(post, URL, SignedHeaders, Payload, Options), handle_response(Response). handle_response({ok, 200, ResponseHeaders, Client}) -> case hackney:body(Client) of {ok, <<>>} -> {ok, undefined, {200, ResponseHeaders, Client}}; {ok, Body} -> Result = jsx:decode(Body), {ok, Result, {200, ResponseHeaders, Client}} end; handle_response({ok, StatusCode, ResponseHeaders, Client}) -> {ok, Body} = hackney:body(Client), Error = jsx:decode(Body), {error, Error, {StatusCode, ResponseHeaders, Client}}; handle_response({error, Reason}) -> {error, Reason}. build_host(_EndpointPrefix, #{region := <<"local">>, endpoint := Endpoint}) -> Endpoint; build_host(_EndpointPrefix, #{region := <<"local">>}) -> <<"localhost">>; build_host(EndpointPrefix, #{region := Region, endpoint := Endpoint}) -> aws_util:binary_join([EndpointPrefix, Region, Endpoint], <<".">>). build_url(Host, Client) -> Proto = maps:get(proto, Client), Port = maps:get(port, Client), aws_util:binary_join([Proto, <<"://">>, Host, <<":">>, Port, <<"/">>], <<"">>).