%% 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.
%%
%%
- Managed GameLift -- GameLift offers a fully managed service to
%% set up and maintain computing machines for hosting, manage game session
%% and player session life cycle, and handle security, storage, and
%% performance tracking. You can use automatic scaling tools to balance
%% hosting costs against meeting player demand., configure your game session
%% management to minimize player latency, or add FlexMatch for matchmaking.
%%
%%
- Managed GameLift with Realtime Servers – With GameLift Realtime
%% Servers, you can quickly configure and set up game servers for your game.
%% Realtime Servers provides a game server framework with core Amazon
%% GameLift infrastructure already built in.
%%
%%
- GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature
%% while managing your own EC2 instances and Auto Scaling groups for game
%% hosting. GameLift FleetIQ provides optimizations that make low-cost Spot
%% Instances viable for game hosting.
%%
%%
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:
%%
%% - GameLift API operations listed by tasks
%%
%%
- GameLift tools and resources
%%
%%
-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
%%
%% - `StartMatchmaking'
%%
%%
- `DescribeMatchmaking'
%%
%%
- `StopMatchmaking'
%%
%%
- `AcceptMatch'
%%
%%
- `StartMatchBackfill'
%%
%%
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:
%%
%% - If the game server utilization status is `UTILIZED'.
%%
%%
- If the game server claim status is `CLAIMED'.
%%
%%
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
%%
%% - `RegisterGameServer'
%%
%%
- `ListGameServers'
%%
%%
- `ClaimGameServer'
%%
%%
- `DescribeGameServer'
%%
%%
- `UpdateGameServer'
%%
%%
- `DeregisterGameServer'
%%
%%
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'.
%%
%% - `CreateAlias'
%%
%%
- `ListAliases'
%%
%%
- `DescribeAlias'
%%
%%
- `UpdateAlias'
%%
%%
- `DeleteAlias'
%%
%%
- `ResolveAlias'
%%
%%
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:
%%
%% - To create a new game build with build files that are in an S3
%% location under an AWS account that you control. To use this option, you
%% must first give Amazon GameLift access to the S3 bucket. With permissions
%% in place, call `CreateBuild' and specify a build name, operating system,
%% and the S3 storage location of your game build.
%%
%%
- To directly upload your build files to a GameLift S3 location.
%% To use this option, first call `CreateBuild' and specify a build name and
%% operating system. This operation creates a new build resource and also
%% returns an S3 location with temporary access credentials. Use the
%% credentials to manually upload your build files to the specified S3
%% location. For more information, see Uploading Objects in the Amazon S3
%% Developer Guide. Build files can be uploaded to the GameLift S3 location
%% once only; that can't be updated.
%%
%%
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
%%
%% - `CreateBuild'
%%
%%
- `ListBuilds'
%%
%%
- `DescribeBuild'
%%
%%
- `UpdateBuild'
%%
%%
- `DeleteBuild'
%%
%%
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:
%%
%% - Creates a fleet resource. Status: `NEW'.
%%
%%
- Begins writing events to the fleet event log, which can be
%% accessed in the Amazon GameLift console.
%%
%%
- Sets the fleet's target capacity to 1 (desired instances),
%% which triggers Amazon GameLift to start one new EC2 instance.
%%
%%
- Downloads the game build or Realtime script to the new instance
%% and installs it. Statuses: `DOWNLOADING', `VALIDATING', `BUILDING'.
%%
%%
- Starts launching server processes on the instance. If the fleet
%% is configured to run multiple server processes per instance, Amazon
%% GameLift staggers each process launch by a few seconds. Status:
%% `ACTIVATING'.
%%
%%
- Sets the fleet's status to `ACTIVE' as soon as one server
%% process is ready to host a game session.
%%
%%
Learn more
%%
%% Setting Up Fleets
%%
%% Debug Fleet Creation Issues
%%
%% Related operations
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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:
%%
%% - An Amazon EC2 launch template that specifies how to launch
%% Amazon EC2 instances with your game server build. For more information,
%% see Launching an Instance from a Launch Template in the Amazon EC2 User
%% Guide.
%%
%%
- An IAM role that extends limited access to your AWS account to
%% allow GameLift FleetIQ to create and interact with the Auto Scaling group.
%% For more information, see Create IAM roles for cross-service interaction
%% in the GameLift FleetIQ Developer Guide.
%%
%%
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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `CreateGameSessionQueue'
%%
%%
- `DescribeGameSessionQueues'
%%
%%
- `UpdateGameSessionQueue'
%%
%%
- `DeleteGameSessionQueue'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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
%%
%% - Build a Rule Set
%%
%%
- Design a Matchmaker
%%
%%
- Matchmaking with FlexMatch
%%
%%
Related operations
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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.
%%
%% - `CreatePlayerSession'
%%
%%
- `CreatePlayerSessions'
%%
%%
- `DescribePlayerSessions'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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.
%%
%% - `CreatePlayerSession'
%%
%%
- `CreatePlayerSessions'
%%
%%
- `DescribePlayerSessions'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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:
%%
%% - A locally available directory. Use the ZipFile parameter for
%% this option.
%%
%%
- An Amazon Simple Storage Service (Amazon S3) bucket under your
%% AWS account. Use the StorageLocation parameter for this option. You'll
%% need to have an Identity Access Management (IAM) role that allows the
%% Amazon GameLift service to access your S3 bucket.
%%
%%
If the call is successful, a new script record is created with
%% a unique script ID. If the script file is provided as a local file, the
%% file is uploaded to an Amazon GameLift-owned S3 bucket and the script
%% record's storage location reflects this location. If the script file is
%% provided as an S3 bucket, Amazon GameLift accesses the file at this
%% storage location as needed for deployment.
%%
%% Learn more
%%
%% Amazon GameLift Realtime Servers
%%
%% Set Up a Role for Amazon GameLift Access
%%
%% Related operations
%%
%% - `CreateScript'
%%
%%
- `ListScripts'
%%
%%
- `DescribeScript'
%%
%%
- `UpdateScript'
%%
%%
- `DeleteScript'
%%
%%
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.
%%
%% - `CreateVpcPeeringAuthorization'
%%
%%
- `DescribeVpcPeeringAuthorizations'
%%
%%
- `DeleteVpcPeeringAuthorization'
%%
%%
- `CreateVpcPeeringConnection'
%%
%%
- `DescribeVpcPeeringConnections'
%%
%%
- `DeleteVpcPeeringConnection'
%%
%%
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'.
%%
%% - `CreateVpcPeeringAuthorization'
%%
%%
- `DescribeVpcPeeringAuthorizations'
%%
%%
- `DeleteVpcPeeringAuthorization'
%%
%%
- `CreateVpcPeeringConnection'
%%
%%
- `DescribeVpcPeeringConnections'
%%
%%
- `DeleteVpcPeeringConnection'
%%
%%
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.
%%
%% - `CreateAlias'
%%
%%
- `ListAliases'
%%
%%
- `DescribeAlias'
%%
%%
- `UpdateAlias'
%%
%%
- `DeleteAlias'
%%
%%
- `ResolveAlias'
%%
%%
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
%%
%% - `CreateBuild'
%%
%%
- `ListBuilds'
%%
%%
- `DescribeBuild'
%%
%%
- `UpdateBuild'
%%
%%
- `DeleteBuild'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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:
%%
%% - The game server group
%%
%%
- The corresponding Auto Scaling group
%%
%%
- All game servers that are currently running in the group
%%
%%
To delete a game server group, identify the game server group
%% to delete and specify the type of delete operation to initiate. Game
%% server groups can only be deleted if they are in `ACTIVE' or `ERROR'
%% status.
%%
%% If the delete request is successful, a series of operations are kicked
%% off. The game server group status is changed to `DELETE_SCHEDULED', which
%% prevents new game servers from being registered and stops automatic
%% scaling activity. Once all game servers in the game server group are
%% deregistered, 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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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
%%
%% - `CreateGameSessionQueue'
%%
%%
- `DescribeGameSessionQueues'
%%
%%
- `UpdateGameSessionQueue'
%%
%%
- `DeleteGameSessionQueue'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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.
%%
%% - `DescribeFleetCapacity'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- Manage scaling policies:
%%
%%
- `PutScalingPolicy' (auto-scaling)
%%
%%
- `DescribeScalingPolicies' (auto-scaling)
%%
%%
- `DeleteScalingPolicy' (auto-scaling)
%%
%%
- Manage fleet actions:
%%
%%
- `StartFleetActions'
%%
%%
- `StopFleetActions'
%%
%%
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
%%
%% - `CreateScript'
%%
%%
- `ListScripts'
%%
%%
- `DescribeScript'
%%
%%
- `UpdateScript'
%%
%%
- `DeleteScript'
%%
%%
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'.
%%
%% - `CreateVpcPeeringAuthorization'
%%
%%
- `DescribeVpcPeeringAuthorizations'
%%
%%
- `DeleteVpcPeeringAuthorization'
%%
%%
- `CreateVpcPeeringConnection'
%%
%%
- `DescribeVpcPeeringConnections'
%%
%%
- `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.
%%
%% - `CreateVpcPeeringAuthorization'
%%
%%
- `DescribeVpcPeeringAuthorizations'
%%
%%
- `DeleteVpcPeeringAuthorization'
%%
%%
- `CreateVpcPeeringConnection'
%%
%%
- `DescribeVpcPeeringConnections'
%%
%%
- `DeleteVpcPeeringConnection'
%%
%%
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
%%
%% - `RegisterGameServer'
%%
%%
- `ListGameServers'
%%
%%
- `ClaimGameServer'
%%
%%
- `DescribeGameServer'
%%
%%
- `UpdateGameServer'
%%
%%
- `DeregisterGameServer'
%%
%%
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.
%%
%% - `CreateAlias'
%%
%%
- `ListAliases'
%%
%%
- `DescribeAlias'
%%
%%
- `UpdateAlias'
%%
%%
- `DeleteAlias'
%%
%%
- `ResolveAlias'
%%
%%
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
%%
%% - `CreateBuild'
%%
%%
- `ListBuilds'
%%
%%
- `DescribeBuild'
%%
%%
- `UpdateBuild'
%%
%%
- `DeleteBuild'
%%
%%
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:
%%
%% - Maximum number of instances allowed per AWS account (service
%% limit).
%%
%%
- Current usage for the AWS account.
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- Describe fleets:
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `DescribeFleetCapacity'
%%
%%
- `DescribeFleetPortSettings'
%%
%%
- `DescribeFleetUtilization'
%%
%%
- `DescribeRuntimeConfiguration'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- `DescribeFleetEvents'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- Describe fleets:
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `DescribeFleetCapacity'
%%
%%
- `DescribeFleetPortSettings'
%%
%%
- `DescribeFleetUtilization'
%%
%%
- `DescribeRuntimeConfiguration'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- `DescribeFleetEvents'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- Describe fleets:
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `DescribeFleetCapacity'
%%
%%
- `DescribeFleetPortSettings'
%%
%%
- `DescribeFleetUtilization'
%%
%%
- `DescribeRuntimeConfiguration'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- `DescribeFleetEvents'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- Describe fleets:
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `DescribeFleetCapacity'
%%
%%
- `DescribeFleetPortSettings'
%%
%%
- `DescribeFleetUtilization'
%%
%%
- `DescribeRuntimeConfiguration'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- `DescribeFleetEvents'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- Describe fleets:
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `DescribeFleetCapacity'
%%
%%
- `DescribeFleetPortSettings'
%%
%%
- `DescribeFleetUtilization'
%%
%%
- `DescribeRuntimeConfiguration'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- `DescribeFleetEvents'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `RegisterGameServer'
%%
%%
- `ListGameServers'
%%
%%
- `ClaimGameServer'
%%
%%
- `DescribeGameServer'
%%
%%
- `UpdateGameServer'
%%
%%
- `DeregisterGameServer'
%%
%%
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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `CreateGameSessionQueue'
%%
%%
- `DescribeGameSessionQueues'
%%
%%
- `UpdateGameSessionQueue'
%%
%%
- `DeleteGameSessionQueue'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `DescribeInstances'
%%
%%
- `GetInstanceAccess'
%%
%%
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
%%
%% - `StartMatchmaking'
%%
%%
- `DescribeMatchmaking'
%%
%%
- `StopMatchmaking'
%%
%%
- `AcceptMatch'
%%
%%
- `StartMatchBackfill'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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.
%%
%% - `CreatePlayerSession'
%%
%%
- `CreatePlayerSessions'
%%
%%
- `DescribePlayerSessions'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- Describe fleets:
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `DescribeFleetCapacity'
%%
%%
- `DescribeFleetPortSettings'
%%
%%
- `DescribeFleetUtilization'
%%
%%
- `DescribeRuntimeConfiguration'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- `DescribeFleetEvents'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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.
%%
%% - `DescribeFleetCapacity'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- Manage scaling policies:
%%
%%
- `PutScalingPolicy' (auto-scaling)
%%
%%
- `DescribeScalingPolicies' (auto-scaling)
%%
%%
- `DeleteScalingPolicy' (auto-scaling)
%%
%%
- Manage fleet actions:
%%
%%
- `StartFleetActions'
%%
%%
- `StopFleetActions'
%%
%%
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
%%
%% - `CreateScript'
%%
%%
- `ListScripts'
%%
%%
- `DescribeScript'
%%
%%
- `UpdateScript'
%%
%%
- `DeleteScript'
%%
%%
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.
%%
%% - `CreateVpcPeeringAuthorization'
%%
%%
- `DescribeVpcPeeringAuthorizations'
%%
%%
- `DeleteVpcPeeringAuthorization'
%%
%%
- `CreateVpcPeeringConnection'
%%
%%
- `DescribeVpcPeeringConnections'
%%
%%
- `DeleteVpcPeeringConnection'
%%
%%
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.
%%
%% - `CreateVpcPeeringAuthorization'
%%
%%
- `DescribeVpcPeeringAuthorizations'
%%
%%
- `DeleteVpcPeeringAuthorization'
%%
%%
- `CreateVpcPeeringConnection'
%%
%%
- `DescribeVpcPeeringConnections'
%%
%%
- `DeleteVpcPeeringConnection'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `DescribeInstances'
%%
%%
- `GetInstanceAccess'
%%
%%
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.
%%
%% - `CreateAlias'
%%
%%
- `ListAliases'
%%
%%
- `DescribeAlias'
%%
%%
- `UpdateAlias'
%%
%%
- `DeleteAlias'
%%
%%
- `ResolveAlias'
%%
%%
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
%%
%% - `CreateBuild'
%%
%%
- `ListBuilds'
%%
%%
- `DescribeBuild'
%%
%%
- `UpdateBuild'
%%
%%
- `DeleteBuild'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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
%%
%% - `RegisterGameServer'
%%
%%
- `ListGameServers'
%%
%%
- `ClaimGameServer'
%%
%%
- `DescribeGameServer'
%%
%%
- `UpdateGameServer'
%%
%%
- `DeregisterGameServer'
%%
%%
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
%%
%% - `CreateScript'
%%
%%
- `ListScripts'
%%
%%
- `DescribeScript'
%%
%%
- `UpdateScript'
%%
%%
- `DeleteScript'
%%
%%
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:
%%
%% - Build
%%
%%
- Script
%%
%%
- Fleet
%%
%%
- Alias
%%
%%
- GameSessionQueue
%%
%%
- MatchmakingConfiguration
%%
%%
- MatchmakingRuleSet
%%
%%
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
%%
%% - `TagResource'
%%
%%
- `UntagResource'
%%
%%
- `ListTagsForResource'
%%
%%
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.
%%
%% - `DescribeFleetCapacity'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `DescribeEC2InstanceLimits'
%%
%%
- Manage scaling policies:
%%
%%
- `PutScalingPolicy' (auto-scaling)
%%
%%
- `DescribeScalingPolicies' (auto-scaling)
%%
%%
- `DeleteScalingPolicy' (auto-scaling)
%%
%%
- Manage fleet actions:
%%
%%
- `StartFleetActions'
%%
%%
- `StopFleetActions'
%%
%%
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
%%
%% - `RegisterGameServer'
%%
%%
- `ListGameServers'
%%
%%
- `ClaimGameServer'
%%
%%
- `DescribeGameServer'
%%
%%
- `UpdateGameServer'
%%
%%
- `DeregisterGameServer'
%%
%%
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
%%
%% - `CreateBuild'
%%
%%
- `ListBuilds'
%%
%%
- `DescribeBuild'
%%
%%
- `UpdateBuild'
%%
%%
- `DeleteBuild'
%%
%%
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.
%%
%% - `CreateAlias'
%%
%%
- `ListAliases'
%%
%%
- `DescribeAlias'
%%
%%
- `UpdateAlias'
%%
%%
- `DeleteAlias'
%%
%%
- `ResolveAlias'
%%
%%
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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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:
%%
%% - gameSessionId -- A unique identifier for the game session. You
%% can use either a `GameSessionId' or `GameSessionArn' value.
%%
%%
- gameSessionName -- Name assigned to a game session. This value
%% is set when requesting a new game session with `CreateGameSession' or
%% updating with `UpdateGameSession'. Game session names do not need to be
%% unique to a game session.
%%
%%
- gameSessionProperties -- Custom data defined in a game
%% session's `GameProperty' parameter. `GameProperty' values are stored as
%% key:value pairs; the filter expression must indicate the key and a string
%% to search the data values for. For example, to search for game sessions
%% with custom data containing the key:value pair "gameMode:brawl", specify
%% the following: `gameSessionProperties.gameMode = "brawl"'. All custom data
%% values are searched as strings.
%%
%%
- maximumSessions -- Maximum number of player sessions allowed
%% for a game session. This value is set when requesting a new game session
%% with `CreateGameSession' or updating with `UpdateGameSession'.
%%
%%
- creationTimeMillis -- Value indicating when a game session was
%% created. It is expressed in Unix time as milliseconds.
%%
%%
- playerSessionCount -- Number of players currently connected to
%% a game session. This value changes rapidly as players join the session or
%% drop out.
%%
%%
- hasAvailablePlayerSessions -- Boolean value indicating whether
%% a game session has reached its maximum number of players. It is highly
%% recommended that all search requests include this filter attribute to
%% optimize search performance and return only sessions that players can
%% join.
%%
%%
Returned values for `playerSessionCount' and
%% `hasAvailablePlayerSessions' change quickly as players join sessions and
%% others drop out. Results should be considered a snapshot in time. Be sure
%% to refresh search results often, and handle sessions that fill up before a
%% player can join.
%%
%% 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'.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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:
%%
%% - The queue name and a set of game session properties and settings
%%
%%
- A unique ID (such as a UUID) for the placement. You use this ID
%% to track the status of the placement request
%%
%%
- (Optional) A set of player data and a unique player ID for each
%% player that you are joining to the new game session (player data is
%% optional, but if you include it, you must also provide a unique ID for
%% each player)
%%
%%
- Latency data for all players (if you want to optimize game play
%% for the players)
%%
%%
If successful, a new game session placement is created.
%%
%% To track the status of a placement request, call
%% `DescribeGameSessionPlacement' and check the request's status. If the
%% status is `FULFILLED', a new game session has been created and a game
%% session ARN and Region are referenced. If the placement request times out,
%% you can resubmit the request or retry it with a different queue.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `StartMatchmaking'
%%
%%
- `DescribeMatchmaking'
%%
%%
- `StopMatchmaking'
%%
%%
- `AcceptMatch'
%%
%%
- `StartMatchBackfill'
%%
%%
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
%%
%% - `StartMatchmaking'
%%
%%
- `DescribeMatchmaking'
%%
%%
- `StopMatchmaking'
%%
%%
- `AcceptMatch'
%%
%%
- `StartMatchBackfill'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `StartMatchmaking'
%%
%%
- `DescribeMatchmaking'
%%
%%
- `StopMatchmaking'
%%
%%
- `AcceptMatch'
%%
%%
- `StartMatchBackfill'
%%
%%
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:
%%
%% - Instance type replacement - This activity evaluates the current
%% game hosting viability of all Spot instance types that are defined for the
%% game server group. It updates the Auto Scaling group to remove nonviable
%% Spot Instance types, which have a higher chance of game server
%% interruptions. It then balances capacity across the remaining viable Spot
%% Instance types. When this activity is suspended, the Auto Scaling group
%% continues with its current balance, regardless of viability. Instance
%% protection, utilization metrics, and capacity scaling activities continue
%% to be active.
%%
%%
To suspend activity, specify a game server group ARN and the
%% type of activity to be suspended. If successful, a `GameServerGroup'
%% object is returned showing that the activity is listed in
%% `SuspendedActions'.
%%
%% Learn more
%%
%% GameLift FleetIQ Guide
%%
%% Related operations
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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:
%%
%% - Build
%%
%%
- Script
%%
%%
- Fleet
%%
%%
- Alias
%%
%%
- GameSessionQueue
%%
%%
- MatchmakingConfiguration
%%
%%
- MatchmakingRuleSet
%%
%%
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
%%
%% - `TagResource'
%%
%%
- `UntagResource'
%%
%%
- `ListTagsForResource'
%%
%%
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:
%%
%% - Build
%%
%%
- Script
%%
%%
- Fleet
%%
%%
- Alias
%%
%%
- GameSessionQueue
%%
%%
- MatchmakingConfiguration
%%
%%
- MatchmakingRuleSet
%%
%%
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
%%
%% - `TagResource'
%%
%%
- `UntagResource'
%%
%%
- `ListTagsForResource'
%%
%%
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.
%%
%% - `CreateAlias'
%%
%%
- `ListAliases'
%%
%%
- `DescribeAlias'
%%
%%
- `UpdateAlias'
%%
%%
- `DeleteAlias'
%%
%%
- `ResolveAlias'
%%
%%
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
%%
%% - `CreateBuild'
%%
%%
- `ListBuilds'
%%
%%
- `DescribeBuild'
%%
%%
- `UpdateBuild'
%%
%%
- `DeleteBuild'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- Update fleets:
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `UpdateFleetPortSettings'
%%
%%
- `UpdateRuntimeConfiguration'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- Update fleets:
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `UpdateFleetPortSettings'
%%
%%
- `UpdateRuntimeConfiguration'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- Update fleets:
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `UpdateFleetPortSettings'
%%
%%
- `UpdateRuntimeConfiguration'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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:
%%
%% - To update the game server's utilization status, identify the
%% game server and game server group and specify the current utilization
%% status. Use this status to identify when game servers are currently
%% hosting games and when they are available to be claimed.
%%
%%
- To report health status, identify the game server and game
%% server group and set health check to `HEALTHY'. If a game server does not
%% report health status for a certain length of time, the game server is no
%% longer considered healthy. As a result, it will be eventually deregistered
%% from the game server group to avoid affecting utilization metrics. The
%% best practice is to report health every 60 seconds.
%%
%%
- To change game server metadata, provide updated game server
%% data.
%%
%%
Once a game server is successfully updated, the relevant
%% statuses and timestamps are updated.
%%
%% Learn more
%%
%% GameLift FleetIQ Guide
%%
%% Related operations
%%
%% - `RegisterGameServer'
%%
%%
- `ListGameServers'
%%
%%
- `ClaimGameServer'
%%
%%
- `DescribeGameServer'
%%
%%
- `UpdateGameServer'
%%
%%
- `DeregisterGameServer'
%%
%%
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
%%
%% - `CreateGameServerGroup'
%%
%%
- `ListGameServerGroups'
%%
%%
- `DescribeGameServerGroup'
%%
%%
- `UpdateGameServerGroup'
%%
%%
- `DeleteGameServerGroup'
%%
%%
- `ResumeGameServerGroup'
%%
%%
- `SuspendGameServerGroup'
%%
%%
- `DescribeGameServerInstances'
%%
%%
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.
%%
%% - `CreateGameSession'
%%
%%
- `DescribeGameSessions'
%%
%%
- `DescribeGameSessionDetails'
%%
%%
- `SearchGameSessions'
%%
%%
- `UpdateGameSession'
%%
%%
- `GetGameSessionLogUrl'
%%
%%
- Game session placements
%%
%%
- `StartGameSessionPlacement'
%%
%%
- `DescribeGameSessionPlacement'
%%
%%
- `StopGameSessionPlacement'
%%
%%
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
%%
%% - `CreateGameSessionQueue'
%%
%%
- `DescribeGameSessionQueues'
%%
%%
- `UpdateGameSessionQueue'
%%
%%
- `DeleteGameSessionQueue'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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
%%
%% - `CreateFleet'
%%
%%
- `ListFleets'
%%
%%
- `DeleteFleet'
%%
%%
- `DescribeFleetAttributes'
%%
%%
- Update fleets:
%%
%%
- `UpdateFleetAttributes'
%%
%%
- `UpdateFleetCapacity'
%%
%%
- `UpdateFleetPortSettings'
%%
%%
- `UpdateRuntimeConfiguration'
%%
%%
- `StartFleetActions' or `StopFleetActions'
%%
%%
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
%%
%% - `CreateScript'
%%
%%
- `ListScripts'
%%
%%
- `DescribeScript'
%%
%%
- `UpdateScript'
%%
%%
- `DeleteScript'
%%
%%
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
%%
%% - `CreateMatchmakingConfiguration'
%%
%%
- `DescribeMatchmakingConfigurations'
%%
%%
- `UpdateMatchmakingConfiguration'
%%
%%
- `DeleteMatchmakingConfiguration'
%%
%%
- `CreateMatchmakingRuleSet'
%%
%%
- `DescribeMatchmakingRuleSets'
%%
%%
- `ValidateMatchmakingRuleSet'
%%
%%
- `DeleteMatchmakingRuleSet'
%%
%%
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, <<"/">>], <<"">>).