All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.amazonaws.services.gamelift.AmazonGameLiftAsync Maven / Gradle / Ivy

Go to download

The AWS Java SDK for AWS GameLift module holds the client classes that are used for communicating with AWS GameLift service.

There is a newer version: 1.12.780
Show newest version
/*
 * Copyright 2013-2018 Amazon.com, Inc. or its affiliates. All Rights Reserved.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
 * the License. A copy of the License is located at
 * 
 * http://aws.amazon.com/apache2.0
 * 
 * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
 * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
 * and limitations under the License.
 */
package com.amazonaws.services.gamelift;

import javax.annotation.Generated;

import com.amazonaws.services.gamelift.model.*;

/**
 * Interface for accessing Amazon GameLift asynchronously. Each asynchronous method will return a Java Future object
 * representing the asynchronous operation; overloads which accept an {@code AsyncHandler} can be used to receive
 * notification when an asynchronous operation completes.
 * 

* Note: Do not directly implement this interface, new methods are added to it regularly. Extend from * {@link com.amazonaws.services.gamelift.AbstractAmazonGameLiftAsync} instead. *

*

* Amazon GameLift Service *

* Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their * multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, * (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and * manage costs, and (4) track in-depth metrics on game server performance and player usage. *

*

* The Amazon GameLift service API includes two important function sets: *

*
    *
  • *

    * Manage game sessions and player access -- Retrieve information on available game sessions; create new game * sessions; send player requests to join a game session. *

    *
  • *
  • *

    * Configure and manage game server resources -- Manage builds, fleets, queues, and aliases; set auto-scaling * policies; retrieve logs and metrics. *

    *
  • *
*

* This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with * these tools: *

*
    *
  • *

    * The Amazon Web Services software development kit (AWS SDK) is * available in multiple languages including C++ and C#. Use the SDK to access the API programmatically from an application, * such as a game client. *

    *
  • *
  • *

    * The AWS command-line interface (CLI) tool is primarily useful for handling * administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS * CLI to manage all of your AWS services. *

    *
  • *
  • *

    * The AWS Management Console for Amazon GameLift provides a * web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking * key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable * graphs. *

    *
  • *
  • *

    * Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the * service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or * programmatically. See Testing an * Integration. *

    *
  • *
*

* Learn more *

*
    *
  • *

    * Developer Guide -- Read about Amazon * GameLift features and how to use them. *

    *
  • *
  • *

    * Tutorials -- Get started fast with walkthroughs and sample * projects. *

    *
  • *
  • *

    * GameDev Blog -- Stay up to date with new features and techniques. *

    *
  • *
  • *

    * GameDev Forums -- Connect with * the GameDev community. *

    *
  • *
  • *

    * Release notes and document history -- Stay * current with updates to the Amazon GameLift service, SDKs, and documentation. *

    *
  • *
*

* API SUMMARY *

*

* This list offers a functional overview of the Amazon GameLift service API. *

*

* Managing Games and Players *

*

* Use these actions to start new game sessions, find existing game sessions, track game session status and other * information, and enable player access to game sessions. *

*
    *
  • *

    * Discover existing game sessions *

    *
      *
    • *

      * SearchGameSessions -- Retrieve all available game sessions or search for game sessions that match a set of * criteria. *

      *
    • *
    *
  • *
  • *

    * Start new game sessions *

    *
      *
    • *

      * Start new games with Queues to find the best available hosting resources across multiple regions, minimize player * latency, and balance game session activity for efficiency and cost effectiveness. *

      * *
    • *
    • *

      * CreateGameSession -- Start a new game session on a specific fleet. Available in Amazon GameLift Local. *

      *
    • *
    *
  • *
  • *

    * Match players to game sessions with FlexMatch matchmaking *

    *
      *
    • *

      * StartMatchmaking -- Request matchmaking for one players or a group who want to play together. *

      *
    • *
    • *

      * StartMatchBackfill - Request additional player matches to fill empty slots in an existing game session. *

      *
    • *
    • *

      * DescribeMatchmaking -- Get details on a matchmaking request, including status. *

      *
    • *
    • *

      * AcceptMatch -- Register that a player accepts a proposed match, for matches that require player acceptance. *

      *
    • *
    • *

      * StopMatchmaking -- Cancel a matchmaking request. *

      *
    • *
    *
  • *
  • *

    * Manage game session data *

    *
      *
    • *

      * DescribeGameSessions -- Retrieve metadata for one or more game sessions, including length of time active and * current player count. Available in Amazon GameLift Local. *

      *
    • *
    • *

      * DescribeGameSessionDetails -- Retrieve metadata and the game session protection setting for one or more game * sessions. *

      *
    • *
    • *

      * UpdateGameSession -- Change game session settings, such as maximum player count and join policy. *

      *
    • *
    • *

      * GetGameSessionLogUrl -- Get the location of saved logs for a game session. *

      *
    • *
    *
  • *
  • *

    * Manage player sessions *

    *
      *
    • *

      * CreatePlayerSession -- Send a request for a player to join a game session. Available in Amazon GameLift * Local. *

      *
    • *
    • *

      * CreatePlayerSessions -- Send a request for multiple players to join a game session. Available in Amazon * GameLift Local. *

      *
    • *
    • *

      * DescribePlayerSessions -- Get details on player activity, including status, playing time, and player data. * Available in Amazon GameLift Local. *

      *
    • *
    *
  • *
*

* Setting Up and Managing Game Servers *

*

* When setting up Amazon GameLift resources for your game, you first create a game build * and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run * your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more. *

*
    *
  • *

    * Manage game builds *

    *
      *
    • *

      * CreateBuild -- Create a new build using files stored in an Amazon S3 bucket. To create a build and upload * files from a local path, use the AWS CLI command upload-build. *

      *
    • *
    • *

      * ListBuilds -- Get a list of all builds uploaded to a Amazon GameLift region. *

      *
    • *
    • *

      * DescribeBuild -- Retrieve information associated with a build. *

      *
    • *
    • *

      * UpdateBuild -- Change build metadata, including build name and version. *

      *
    • *
    • *

      * DeleteBuild -- Remove a build from Amazon GameLift. *

      *
    • *
    *
  • *
  • *

    * Manage fleets *

    * *
  • *
  • *

    * Control fleet capacity *

    *
      *
    • *

      * DescribeEC2InstanceLimits -- Retrieve maximum number of instances allowed for the current AWS account and the * current usage level. *

      *
    • *
    • *

      * DescribeFleetCapacity / UpdateFleetCapacity -- Retrieve the capacity settings and the current number of * instances in a fleet; adjust fleet capacity settings to scale up or down. *

      *
    • *
    • *

      * Autoscale -- Manage auto-scaling rules and apply them to a fleet. *

      * *
    • *
    *
  • *
  • *

    * Manage VPC peering connections for fleets *

    * *
  • *
  • *

    * Access fleet activity statistics *

    *
      *
    • *

      * DescribeFleetUtilization -- Get current data on the number of server processes, game sessions, and players * currently active on a fleet. *

      *
    • *
    • *

      * DescribeFleetEvents -- Get a fleet's logged events for a specified time span. *

      *
    • *
    • *

      * DescribeGameSessions -- Retrieve metadata associated with one or more game sessions, including length of time * active and current player count. *

      *
    • *
    *
  • *
  • *

    * Remotely access an instance *

    *
      *
    • *

      * DescribeInstances -- Get information on each instance in a fleet, including instance ID, IP address, and * status. *

      *
    • *
    • *

      * GetInstanceAccess -- Request access credentials needed to remotely connect to a specified instance in a fleet. *

      *
    • *
    *
  • *
  • *

    * Manage fleet aliases *

    *
      *
    • *

      * CreateAlias -- Define a new alias and optionally assign it to a fleet. *

      *
    • *
    • *

      * ListAliases -- Get all fleet aliases defined in a Amazon GameLift region. *

      *
    • *
    • *

      * DescribeAlias -- Retrieve information on an existing alias. *

      *
    • *
    • *

      * UpdateAlias -- Change settings for a alias, such as redirecting it from one fleet to another. *

      *
    • *
    • *

      * DeleteAlias -- Remove an alias from the region. *

      *
    • *
    • *

      * ResolveAlias -- Get the fleet ID that a specified alias points to. *

      *
    • *
    *
  • *
  • *

    * Manage game session queues *

    * *
  • *
  • *

    * Manage FlexMatch resources *

    * *
  • *
*/ @Generated("com.amazonaws:aws-java-sdk-code-generator") public interface AmazonGameLiftAsync extends AmazonGameLift { /** *

* 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 all players * accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets * where one or more players failed to accept the match, the ticket status is set to FAILED, and * processing is terminated. A new matchmaking request for these players can be submitted as needed. *

*

* Matchmaking-related operations include: *

* * * @param acceptMatchRequest * Represents the input for a request action. * @return A Java Future containing the result of the AcceptMatch operation returned by the service. * @sample AmazonGameLiftAsync.AcceptMatch * @see AWS API * Documentation */ java.util.concurrent.Future acceptMatchAsync(AcceptMatchRequest acceptMatchRequest); /** *

* 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 all players * accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets * where one or more players failed to accept the match, the ticket status is set to FAILED, and * processing is terminated. A new matchmaking request for these players can be submitted as needed. *

*

* Matchmaking-related operations include: *

* * * @param acceptMatchRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the AcceptMatch operation returned by the service. * @sample AmazonGameLiftAsyncHandler.AcceptMatch * @see AWS API * Documentation */ java.util.concurrent.Future acceptMatchAsync(AcceptMatchRequest acceptMatchRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a * fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing * your game client or other game components. For example, for games in production, using an alias allows you to * seamlessly redirect your player base to a new game server update. *

*

* 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, which you can reference when creating a game session. You can reassign an alias to another * fleet by calling UpdateAlias. *

*

* Alias-related operations include: *

* * * @param createAliasRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateAlias operation returned by the service. * @sample AmazonGameLiftAsync.CreateAlias * @see AWS API * Documentation */ java.util.concurrent.Future createAliasAsync(CreateAliasRequest createAliasRequest); /** *

* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a * fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing * your game client or other game components. For example, for games in production, using an alias allows you to * seamlessly redirect your player base to a new game server update. *

*

* 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, which you can reference when creating a game session. You can reassign an alias to another * fleet by calling UpdateAlias. *

*

* Alias-related operations include: *

* * * @param createAliasRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateAlias * @see AWS API * Documentation */ java.util.concurrent.Future createAliasAsync(CreateAliasRequest createAliasRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Creates a new Amazon GameLift build record for your game server binary files and points to the location of your * game server build files in an Amazon Simple Storage Service (Amazon S3) location. *

*

* Game server binaries must be combined into a .zip file for use with Amazon GameLift. See Uploading Your * Game for more information. *

* *

* To create new builds quickly and easily, use the AWS CLI command upload-build . This * helper command uploads your build and creates a new build record in one step, and automatically handles the * necessary permissions. See Upload Build * Files to Amazon GameLift for more help. *

*
*

* The CreateBuild operation should be used only when you need to manually upload your build files, as * in the following scenarios: *

*
    *
  • *

    * Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give * Amazon GameLift access to that Amazon S3 bucket. See Create a Build with Files in Amazon S3 for detailed help. To create a new build record using files in your * Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage * location of your game build. *

    *
  • *
  • *

    * Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call * CreateBuild with a build name and operating system. This action creates a new build record and * returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials * to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects). You can * upload files to a location only once. *

    *
  • *
*

* If successful, this operation creates a new build record with a unique build ID and places it in * INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must * be in READY status before it can be used to create fleets. *

*

* Build-related operations include: *

* * * @param createBuildRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateBuild operation returned by the service. * @sample AmazonGameLiftAsync.CreateBuild * @see AWS API * Documentation */ java.util.concurrent.Future createBuildAsync(CreateBuildRequest createBuildRequest); /** *

* Creates a new Amazon GameLift build record for your game server binary files and points to the location of your * game server build files in an Amazon Simple Storage Service (Amazon S3) location. *

*

* Game server binaries must be combined into a .zip file for use with Amazon GameLift. See Uploading Your * Game for more information. *

* *

* To create new builds quickly and easily, use the AWS CLI command upload-build . This * helper command uploads your build and creates a new build record in one step, and automatically handles the * necessary permissions. See Upload Build * Files to Amazon GameLift for more help. *

*
*

* The CreateBuild operation should be used only when you need to manually upload your build files, as * in the following scenarios: *

*
    *
  • *

    * Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give * Amazon GameLift access to that Amazon S3 bucket. See Create a Build with Files in Amazon S3 for detailed help. To create a new build record using files in your * Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage * location of your game build. *

    *
  • *
  • *

    * Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call * CreateBuild with a build name and operating system. This action creates a new build record and * returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials * to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects). You can * upload files to a location only once. *

    *
  • *
*

* If successful, this operation creates a new build record with a unique build ID and places it in * INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must * be in READY status before it can be used to create fleets. *

*

* Build-related operations include: *

* * * @param createBuildRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateBuild * @see AWS API * Documentation */ java.util.concurrent.Future createBuildAsync(CreateBuildRequest createBuildRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) * instances, each of which can run multiple server processes to host game sessions. You set up a fleet to use * instances with certain hardware specifications (see Amazon * EC2 Instance Types for more information), and deploy your game build to run on each instance. *

*

* To create a new fleet, you must specify the following: (1) a fleet name, (2) the build ID of a successfully * uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration, which describes the server * processes to run on each instance in the fleet. If you don't specify a fleet type (on-demand or spot), the new * fleet uses on-demand instances by default. *

*

* You can also configure the new fleet with the following settings: *

*
    *
  • *

    * Fleet description *

    *
  • *
  • *

    * Access permissions for inbound traffic *

    *
  • *
  • *

    * Fleet-wide game session protection *

    *
  • *
  • *

    * Resource usage limits *

    *
  • *
* *

* If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. By adding multiple fleets * to a metric group, you can view aggregated metrics for all the fleets in the group. *

*

* 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 record. 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 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 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. *

    *
  • *
*

* Fleet-related operations include: *

* * * @param createFleetRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateFleet operation returned by the service. * @sample AmazonGameLiftAsync.CreateFleet * @see AWS API * Documentation */ java.util.concurrent.Future createFleetAsync(CreateFleetRequest createFleetRequest); /** *

* Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) * instances, each of which can run multiple server processes to host game sessions. You set up a fleet to use * instances with certain hardware specifications (see Amazon * EC2 Instance Types for more information), and deploy your game build to run on each instance. *

*

* To create a new fleet, you must specify the following: (1) a fleet name, (2) the build ID of a successfully * uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration, which describes the server * processes to run on each instance in the fleet. If you don't specify a fleet type (on-demand or spot), the new * fleet uses on-demand instances by default. *

*

* You can also configure the new fleet with the following settings: *

*
    *
  • *

    * Fleet description *

    *
  • *
  • *

    * Access permissions for inbound traffic *

    *
  • *
  • *

    * Fleet-wide game session protection *

    *
  • *
  • *

    * Resource usage limits *

    *
  • *
* *

* If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. By adding multiple fleets * to a metric group, you can view aggregated metrics for all the fleets in the group. *

*

* 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 record. 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 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 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. *

    *
  • *
*

* Fleet-related operations include: *

* * * @param createFleetRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateFleet operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateFleet * @see AWS API * Documentation */ java.util.concurrent.Future createFleetAsync(CreateFleetRequest createFleetRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Creates a multiplayer game session for players. This action 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. *

*

* Game-session-related operations include: *

* * * @param createGameSessionRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateGameSession operation returned by the service. * @sample AmazonGameLiftAsync.CreateGameSession * @see AWS API * Documentation */ java.util.concurrent.Future createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest); /** *

* Creates a multiplayer game session for players. This action 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. *

*

* Game-session-related operations include: *

* * * @param createGameSessionRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateGameSession operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateGameSession * @see AWS API * Documentation */ java.util.concurrent.Future createGameSessionAsync(CreateGameSessionRequest createGameSessionRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Queue-related operations include: *

* * * @param createGameSessionQueueRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsync.CreateGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest); /** *

* 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. *

*

* Queue-related operations include: *

* * * @param createGameSessionQueueRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future createGameSessionQueueAsync(CreateGameSessionQueueRequest createGameSessionQueueRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines * for matching players and getting the matches into games. You can set up multiple matchmaking configurations to * handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or * StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the * configuration being used. *

*

* To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule * set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a * new game session for the match; and the maximum time allowed for a matchmaking attempt. *

*

* Player acceptance -- In each configuration, you have the option to require that all players accept * participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a * time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does * not move ahead to game session placement unless all matched players accept. *

*

* Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) * polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple * Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the * notifications, and provide the topic ARN in the matchmaking configuration (see Setting up * Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling * DescribeMatchmaking if no notifications are received within 30 seconds. *

*

* Operations related to match configurations and rule sets include: *

* * * @param createMatchmakingConfigurationRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.CreateMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future createMatchmakingConfigurationAsync( CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest); /** *

* Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines * for matching players and getting the matches into games. You can set up multiple matchmaking configurations to * handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or * StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the * configuration being used. *

*

* To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule * set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a * new game session for the match; and the maximum time allowed for a matchmaking attempt. *

*

* Player acceptance -- In each configuration, you have the option to require that all players accept * participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a * time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does * not move ahead to game session placement unless all matched players accept. *

*

* Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) * polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple * Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the * notifications, and provide the topic ARN in the matchmaking configuration (see Setting up * Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling * DescribeMatchmaking if no notifications are received within 30 seconds. *

*

* Operations related to match configurations and rule sets include: *

* * * @param createMatchmakingConfigurationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.CreateMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future createMatchmakingConfigurationAsync( CreateMatchmakingConfigurationRequest createMatchmakingConfigurationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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, and sets the parameters for acceptable player matches, such as minimum skill level or * character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are * handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the * scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration * for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For * help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your * Game. *

*

* Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax * using ValidateMatchmakingRuleSet before creating the rule set. *

*

* To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the * same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If * you need to change a rule set, create a new one with the necessary edits and then update matchmaking * configurations to use the new rule set. *

*

* Operations related to match configurations and rule sets include: *

* * * @param createMatchmakingRuleSetRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateMatchmakingRuleSet operation returned by the service. * @sample AmazonGameLiftAsync.CreateMatchmakingRuleSet * @see AWS API Documentation */ java.util.concurrent.Future createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest); /** *

* 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, and sets the parameters for acceptable player matches, such as minimum skill level or * character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are * handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the * scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration * for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For * help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your * Game. *

*

* Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax * using ValidateMatchmakingRuleSet before creating the rule set. *

*

* To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the * same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If * you need to change a rule set, create a new one with the necessary edits and then update matchmaking * configurations to use the new rule set. *

*

* Operations related to match configurations and rule sets include: *

* * * @param createMatchmakingRuleSetRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateMatchmakingRuleSet operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateMatchmakingRuleSet * @see AWS API Documentation */ java.util.concurrent.Future createMatchmakingRuleSetAsync(CreateMatchmakingRuleSetRequest createMatchmakingRuleSetRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Adds a player to a game session and creates a player session record. 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. *

*

* To create a player session, specify a game session ID, player ID, and optionally a string of player data. If * successful, the player is added to the game session and a new PlayerSession object is returned. Player * sessions cannot be updated. *

*

* Available in Amazon GameLift Local. *

*

* Player-session-related operations include: *

* * * @param createPlayerSessionRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreatePlayerSession operation returned by the service. * @sample AmazonGameLiftAsync.CreatePlayerSession * @see AWS * API Documentation */ java.util.concurrent.Future createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest); /** *

* Adds a player to a game session and creates a player session record. 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. *

*

* To create a player session, specify a game session ID, player ID, and optionally a string of player data. If * successful, the player is added to the game session and a new PlayerSession object is returned. Player * sessions cannot be updated. *

*

* Available in Amazon GameLift Local. *

*

* Player-session-related operations include: *

* * * @param createPlayerSessionRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreatePlayerSession operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreatePlayerSession * @see AWS * API Documentation */ java.util.concurrent.Future createPlayerSessionAsync(CreatePlayerSessionRequest createPlayerSessionRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Adds a group of players to a game session. This action is useful with a team matching feature. 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. *

*

* To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data * strings. If successful, the players are added to the game session and a set of new PlayerSession objects * is returned. Player sessions cannot be updated. *

*

* Available in Amazon GameLift Local. *

*

* Player-session-related operations include: *

* * * @param createPlayerSessionsRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreatePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsync.CreatePlayerSessions * @see AWS * API Documentation */ java.util.concurrent.Future createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest); /** *

* Adds a group of players to a game session. This action is useful with a team matching feature. 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. *

*

* To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data * strings. If successful, the players are added to the game session and a set of new PlayerSession objects * is returned. Player sessions cannot be updated. *

*

* Available in Amazon GameLift Local. *

*

* Player-session-related operations include: *

* * * @param createPlayerSessionsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreatePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreatePlayerSessions * @see AWS * API Documentation */ java.util.concurrent.Future createPlayerSessionsAsync(CreatePlayerSessionsRequest createPlayerSessionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param createVpcPeeringAuthorizationRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsync.CreateVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future createVpcPeeringAuthorizationAsync( CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param createVpcPeeringAuthorizationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.CreateVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future createVpcPeeringAuthorizationAsync( CreateVpcPeeringAuthorizationRequest createVpcPeeringAuthorizationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param createVpcPeeringConnectionRequest * Represents the input for a request action. * @return A Java Future containing the result of the CreateVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsync.CreateVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future createVpcPeeringConnectionAsync( CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param createVpcPeeringConnectionRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the CreateVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsyncHandler.CreateVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future createVpcPeeringConnectionAsync( CreateVpcPeeringConnectionRequest createVpcPeeringConnectionRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Deletes an alias. This action 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. *

*

* Alias-related operations include: *

* * * @param deleteAliasRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteAlias operation returned by the service. * @sample AmazonGameLiftAsync.DeleteAlias * @see AWS API * Documentation */ java.util.concurrent.Future deleteAliasAsync(DeleteAliasRequest deleteAliasRequest); /** *

* Deletes an alias. This action 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. *

*

* Alias-related operations include: *

* * * @param deleteAliasRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteAlias * @see AWS API * Documentation */ java.util.concurrent.Future deleteAliasAsync(DeleteAliasRequest deleteAliasRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Deletes a build. This action permanently deletes the build record and any uploaded build files. *

*

* To delete a build, specify its ID. 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. *

*

* Build-related operations include: *

* * * @param deleteBuildRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteBuild operation returned by the service. * @sample AmazonGameLiftAsync.DeleteBuild * @see AWS API * Documentation */ java.util.concurrent.Future deleteBuildAsync(DeleteBuildRequest deleteBuildRequest); /** *

* Deletes a build. This action permanently deletes the build record and any uploaded build files. *

*

* To delete a build, specify its ID. 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. *

*

* Build-related operations include: *

* * * @param deleteBuildRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteBuild * @see AWS API * Documentation */ java.util.concurrent.Future deleteBuildAsync(DeleteBuildRequest deleteBuildRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to * zero. See UpdateFleetCapacity. *

*

* This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use * that fleet. *

*

* Fleet-related operations include: *

* * * @param deleteFleetRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteFleet operation returned by the service. * @sample AmazonGameLiftAsync.DeleteFleet * @see AWS API * Documentation */ java.util.concurrent.Future deleteFleetAsync(DeleteFleetRequest deleteFleetRequest); /** *

* Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to * zero. See UpdateFleetCapacity. *

*

* This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use * that fleet. *

*

* Fleet-related operations include: *

* * * @param deleteFleetRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteFleet operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteFleet * @see AWS API * Documentation */ java.util.concurrent.Future deleteFleetAsync(DeleteFleetRequest deleteFleetRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference * this queue will fail. To delete a queue, specify the queue name. *

*

* Queue-related operations include: *

* * * @param deleteGameSessionQueueRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsync.DeleteGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest); /** *

* Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference * this queue will fail. To delete a queue, specify the queue name. *

*

* Queue-related operations include: *

* * * @param deleteGameSessionQueueRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future deleteGameSessionQueueAsync(DeleteGameSessionQueueRequest deleteGameSessionQueueRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Operations related to match configurations and rule sets include: *

* * * @param deleteMatchmakingConfigurationRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.DeleteMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future deleteMatchmakingConfigurationAsync( DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest); /** *

* 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. *

*

* Operations related to match configurations and rule sets include: *

* * * @param deleteMatchmakingConfigurationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DeleteMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future deleteMatchmakingConfigurationAsync( DeleteMatchmakingConfigurationRequest deleteMatchmakingConfigurationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Deletes a fleet scaling policy. This action means that the policy is no longer in force and 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param deleteScalingPolicyRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsync.DeleteScalingPolicy * @see AWS * API Documentation */ java.util.concurrent.Future deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest); /** *

* Deletes a fleet scaling policy. This action means that the policy is no longer in force and 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param deleteScalingPolicyRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteScalingPolicy * @see AWS * API Documentation */ java.util.concurrent.Future deleteScalingPolicyAsync(DeleteScalingPolicyRequest deleteScalingPolicyRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to * create a peering connection, call DeleteVpcPeeringConnection to remove the connection. *

*

* VPC peering connection operations include: *

* * * @param deleteVpcPeeringAuthorizationRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsync.DeleteVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future deleteVpcPeeringAuthorizationAsync( DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest); /** *

* Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to * create a peering connection, call DeleteVpcPeeringConnection to remove the connection. *

*

* VPC peering connection operations include: *

* * * @param deleteVpcPeeringAuthorizationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteVpcPeeringAuthorization operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DeleteVpcPeeringAuthorization * @see AWS API Documentation */ java.util.concurrent.Future deleteVpcPeeringAuthorizationAsync( DeleteVpcPeeringAuthorizationRequest deleteVpcPeeringAuthorizationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param deleteVpcPeeringConnectionRequest * Represents the input for a request action. * @return A Java Future containing the result of the DeleteVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsync.DeleteVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future deleteVpcPeeringConnectionAsync( DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param deleteVpcPeeringConnectionRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DeleteVpcPeeringConnection operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DeleteVpcPeeringConnection * @see AWS API Documentation */ java.util.concurrent.Future deleteVpcPeeringConnectionAsync( DeleteVpcPeeringConnectionRequest deleteVpcPeeringConnectionRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Alias-related operations include: *

* * * @param describeAliasRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeAlias operation returned by the service. * @sample AmazonGameLiftAsync.DescribeAlias * @see AWS API * Documentation */ java.util.concurrent.Future describeAliasAsync(DescribeAliasRequest describeAliasRequest); /** *

* 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. *

*

* Alias-related operations include: *

* * * @param describeAliasRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeAlias * @see AWS API * Documentation */ java.util.concurrent.Future describeAliasAsync(DescribeAliasRequest describeAliasRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object * containing the build properties is returned. *

*

* Build-related operations include: *

* * * @param describeBuildRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeBuild operation returned by the service. * @sample AmazonGameLiftAsync.DescribeBuild * @see AWS API * Documentation */ java.util.concurrent.Future describeBuildAsync(DescribeBuildRequest describeBuildRequest); /** *

* Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object * containing the build properties is returned. *

*

* Build-related operations include: *

* * * @param describeBuildRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeBuild * @see AWS API * Documentation */ java.util.concurrent.Future describeBuildAsync(DescribeBuildRequest describeBuildRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves the following information for the specified EC2 instance type: *

*
    *
  • *

    * maximum number of instances allowed per AWS account (service limit) *

    *
  • *
  • *

    * current usage level for the AWS account *

    *
  • *
*

* Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management * Console for Amazon GameLift (see the drop-down list in the upper right corner). *

*

* Fleet-related operations include: *

* * * @param describeEC2InstanceLimitsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeEC2InstanceLimits operation returned by the service. * @sample AmazonGameLiftAsync.DescribeEC2InstanceLimits * @see AWS API Documentation */ java.util.concurrent.Future describeEC2InstanceLimitsAsync( DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest); /** *

* Retrieves the following information for the specified EC2 instance type: *

*
    *
  • *

    * maximum number of instances allowed per AWS account (service limit) *

    *
  • *
  • *

    * current usage level for the AWS account *

    *
  • *
*

* Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management * Console for Amazon GameLift (see the drop-down list in the upper right corner). *

*

* Fleet-related operations include: *

* * * @param describeEC2InstanceLimitsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeEC2InstanceLimits operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeEC2InstanceLimits * @see AWS API Documentation */ java.util.concurrent.Future describeEC2InstanceLimitsAsync( DescribeEC2InstanceLimitsRequest describeEC2InstanceLimitsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can * request attributes 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 * FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, * attribute objects are returned only for fleets that currently exist. *

* *

* Some API actions 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. *

*
*

* Fleet-related operations include: *

* * * @param describeFleetAttributesRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeFleetAttributes operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetAttributes * @see AWS API Documentation */ java.util.concurrent.Future describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest); /** *

* Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can * request attributes 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 * FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, * attribute objects are returned only for fleets that currently exist. *

* *

* Some API actions 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. *

*
*

* Fleet-related operations include: *

* * * @param describeFleetAttributesRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetAttributes operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetAttributes * @see AWS API Documentation */ java.util.concurrent.Future describeFleetAttributesAsync(DescribeFleetAttributesRequest describeFleetAttributesRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of * instances that have been requested for the fleet and the number currently active. You can request capacity 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 FleetCapacity object is * returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only * for fleets that currently exist. *

* *

* Some API actions 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. *

*
*

* Fleet-related operations include: *

* * * @param describeFleetCapacityRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeFleetCapacity operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetCapacity * @see AWS * API Documentation */ java.util.concurrent.Future describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest); /** *

* Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of * instances that have been requested for the fleet and the number currently active. You can request capacity 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 FleetCapacity object is * returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only * for fleets that currently exist. *

* *

* Some API actions 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. *

*
*

* Fleet-related operations include: *

* * * @param describeFleetCapacityRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetCapacity operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetCapacity * @see AWS * API Documentation */ java.util.concurrent.Future describeFleetCapacityAsync(DescribeFleetCapacityRequest describeFleetCapacityRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Fleet-related operations include: *

* * * @param describeFleetEventsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeFleetEvents operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetEvents * @see AWS * API Documentation */ java.util.concurrent.Future describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest); /** *

* 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. *

*

* Fleet-related operations include: *

* * * @param describeFleetEventsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetEvents operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetEvents * @see AWS * API Documentation */ java.util.concurrent.Future describeFleetEventsAsync(DescribeFleetEventsRequest describeFleetEventsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses * and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound * connection permissions, specify a fleet ID. 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. *

*

* Fleet-related operations include: *

* * * @param describeFleetPortSettingsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeFleetPortSettings operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetPortSettings * @see AWS API Documentation */ java.util.concurrent.Future describeFleetPortSettingsAsync( DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest); /** *

* Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses * and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound * connection permissions, specify a fleet ID. 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. *

*

* Fleet-related operations include: *

* * * @param describeFleetPortSettingsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetPortSettings operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetPortSettings * @see AWS API Documentation */ java.util.concurrent.Future describeFleetPortSettingsAsync( DescribeFleetPortSettingsRequest describeFleetPortSettingsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves utilization statistics for one or more fleets. 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. When specifying a list of fleet IDs, utilization objects are returned only for fleets * that currently exist. *

* *

* Some API actions 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. *

*
*

* Fleet-related operations include: *

* * * @param describeFleetUtilizationRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeFleetUtilization operation returned by the service. * @sample AmazonGameLiftAsync.DescribeFleetUtilization * @see AWS API Documentation */ java.util.concurrent.Future describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest); /** *

* Retrieves utilization statistics for one or more fleets. 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. When specifying a list of fleet IDs, utilization objects are returned only for fleets * that currently exist. *

* *

* Some API actions 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. *

*
*

* Fleet-related operations include: *

* * * @param describeFleetUtilizationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeFleetUtilization operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeFleetUtilization * @see AWS API Documentation */ java.util.concurrent.Future describeFleetUtilizationAsync(DescribeFleetUtilizationRequest describeFleetUtilizationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves properties, including the protection policy in force, for one or more game sessions. This action 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. *

*

* Game-session-related operations include: *

* * * @param describeGameSessionDetailsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeGameSessionDetails operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameSessionDetails * @see AWS API Documentation */ java.util.concurrent.Future describeGameSessionDetailsAsync( DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest); /** *

* Retrieves properties, including the protection policy in force, for one or more game sessions. This action 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. *

*

* Game-session-related operations include: *

* * * @param describeGameSessionDetailsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessionDetails operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessionDetails * @see AWS API Documentation */ java.util.concurrent.Future describeGameSessionDetailsAsync( DescribeGameSessionDetailsRequest describeGameSessionDetailsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param describeGameSessionPlacementRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeGameSessionPlacement operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeGameSessionPlacement * @see AWS API Documentation */ java.util.concurrent.Future describeGameSessionPlacementAsync( DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param describeGameSessionPlacementRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessionPlacement operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessionPlacement * @see AWS API Documentation */ java.util.concurrent.Future describeGameSessionPlacementAsync( DescribeGameSessionPlacementRequest describeGameSessionPlacementRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Queue-related operations include: *

* * * @param describeGameSessionQueuesRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeGameSessionQueues operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameSessionQueues * @see AWS API Documentation */ java.util.concurrent.Future describeGameSessionQueuesAsync( DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest); /** *

* 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. *

*

* Queue-related operations include: *

* * * @param describeGameSessionQueuesRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessionQueues operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessionQueues * @see AWS API Documentation */ java.util.concurrent.Future describeGameSessionQueuesAsync( DescribeGameSessionQueuesRequest describeGameSessionQueuesRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param describeGameSessionsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeGameSessions operation returned by the service. * @sample AmazonGameLiftAsync.DescribeGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param describeGameSessionsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeGameSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future describeGameSessionsAsync(DescribeGameSessionsRequest describeGameSessionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves information about a fleet's instances, including instance IDs. Use this action 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. *

* * @param describeInstancesRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeInstances operation returned by the service. * @sample AmazonGameLiftAsync.DescribeInstances * @see AWS API * Documentation */ java.util.concurrent.Future describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest); /** *

* Retrieves information about a fleet's instances, including instance IDs. Use this action 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. *

* * @param describeInstancesRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeInstances operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeInstances * @see AWS API * Documentation */ java.util.concurrent.Future describeInstancesAsync(DescribeInstancesRequest describeInstancesRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status * and--once a successful match is made--acquire connection information for the resulting new game session. *

*

* You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to * using event notifications. See more details on tracking matchmaking requests through polling or notifications in * StartMatchmaking. *

*

* 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. *

*

* Matchmaking-related operations include: *

* * * @param describeMatchmakingRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeMatchmaking operation returned by the service. * @sample AmazonGameLiftAsync.DescribeMatchmaking * @see AWS * API Documentation */ java.util.concurrent.Future describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest); /** *

* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status * and--once a successful match is made--acquire connection information for the resulting new game session. *

*

* You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to * using event notifications. See more details on tracking matchmaking requests through polling or notifications in * StartMatchmaking. *

*

* 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. *

*

* Matchmaking-related operations include: *

* * * @param describeMatchmakingRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeMatchmaking operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeMatchmaking * @see AWS * API Documentation */ java.util.concurrent.Future describeMatchmakingAsync(DescribeMatchmakingRequest describeMatchmakingRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following * options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to * retrieve, 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. *

*

* Operations related to match configurations and rule sets include: *

* * * @param describeMatchmakingConfigurationsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeMatchmakingConfigurations operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeMatchmakingConfigurations * @see AWS API Documentation */ java.util.concurrent.Future describeMatchmakingConfigurationsAsync( DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest); /** *

* Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following * options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to * retrieve, 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. *

*

* Operations related to match configurations and rule sets include: *

* * * @param describeMatchmakingConfigurationsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeMatchmakingConfigurations operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeMatchmakingConfigurations * @see AWS API Documentation */ java.util.concurrent.Future describeMatchmakingConfigurationsAsync( DescribeMatchmakingConfigurationsRequest describeMatchmakingConfigurationsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Operations related to match configurations and rule sets include: *

* * * @param describeMatchmakingRuleSetsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeMatchmakingRuleSets operation returned by the service. * @sample AmazonGameLiftAsync.DescribeMatchmakingRuleSets * @see AWS API Documentation */ java.util.concurrent.Future describeMatchmakingRuleSetsAsync( DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest); /** *

* 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. *

*

* Operations related to match configurations and rule sets include: *

* * * @param describeMatchmakingRuleSetsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeMatchmakingRuleSets operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeMatchmakingRuleSets * @see AWS API Documentation */ java.util.concurrent.Future describeMatchmakingRuleSetsAsync( DescribeMatchmakingRuleSetsRequest describeMatchmakingRuleSetsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves properties for one or more player sessions. This action 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. *

*

* Player-session-related operations include: *

* * * @param describePlayerSessionsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsync.DescribePlayerSessions * @see AWS API Documentation */ java.util.concurrent.Future describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest); /** *

* Retrieves properties for one or more player sessions. This action 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. *

*

* Player-session-related operations include: *

* * * @param describePlayerSessionsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribePlayerSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribePlayerSessions * @see AWS API Documentation */ java.util.concurrent.Future describePlayerSessionsAsync(DescribePlayerSessionsRequest describePlayerSessionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon * GameLift how to launch server processes on instances in the fleet. *

*

* Fleet-related operations include: *

* * * @param describeRuntimeConfigurationRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeRuntimeConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeRuntimeConfiguration * @see AWS API Documentation */ java.util.concurrent.Future describeRuntimeConfigurationAsync( DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest); /** *

* Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon * GameLift how to launch server processes on instances in the fleet. *

*

* Fleet-related operations include: *

* * * @param describeRuntimeConfigurationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeRuntimeConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeRuntimeConfiguration * @see AWS API Documentation */ java.util.concurrent.Future describeRuntimeConfigurationAsync( DescribeRuntimeConfigurationRequest describeRuntimeConfigurationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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 action 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param describeScalingPoliciesRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeScalingPolicies operation returned by the service. * @sample AmazonGameLiftAsync.DescribeScalingPolicies * @see AWS API Documentation */ java.util.concurrent.Future describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest); /** *

* 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 action 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param describeScalingPoliciesRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeScalingPolicies operation returned by the service. * @sample AmazonGameLiftAsyncHandler.DescribeScalingPolicies * @see AWS API Documentation */ java.util.concurrent.Future describeScalingPoliciesAsync(DescribeScalingPoliciesRequest describeScalingPoliciesRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param describeVpcPeeringAuthorizationsRequest * @return A Java Future containing the result of the DescribeVpcPeeringAuthorizations operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeVpcPeeringAuthorizations * @see AWS API Documentation */ java.util.concurrent.Future describeVpcPeeringAuthorizationsAsync( DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param describeVpcPeeringAuthorizationsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeVpcPeeringAuthorizations operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeVpcPeeringAuthorizations * @see AWS API Documentation */ java.util.concurrent.Future describeVpcPeeringAuthorizationsAsync( DescribeVpcPeeringAuthorizationsRequest describeVpcPeeringAuthorizationsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param describeVpcPeeringConnectionsRequest * Represents the input for a request action. * @return A Java Future containing the result of the DescribeVpcPeeringConnections operation returned by the * service. * @sample AmazonGameLiftAsync.DescribeVpcPeeringConnections * @see AWS API Documentation */ java.util.concurrent.Future describeVpcPeeringConnectionsAsync( DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest); /** *

* 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. *

*

* VPC peering connection operations include: *

* * * @param describeVpcPeeringConnectionsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the DescribeVpcPeeringConnections operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.DescribeVpcPeeringConnections * @see AWS API Documentation */ java.util.concurrent.Future describeVpcPeeringConnectionsAsync( DescribeVpcPeeringConnectionsRequest describeVpcPeeringConnectionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*
*

* Game-session-related operations include: *

* * * @param getGameSessionLogUrlRequest * Represents the input for a request action. * @return A Java Future containing the result of the GetGameSessionLogUrl operation returned by the service. * @sample AmazonGameLiftAsync.GetGameSessionLogUrl * @see AWS * API Documentation */ java.util.concurrent.Future getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest); /** *

* 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. *

*
*

* Game-session-related operations include: *

* * * @param getGameSessionLogUrlRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the GetGameSessionLogUrl operation returned by the service. * @sample AmazonGameLiftAsyncHandler.GetGameSessionLogUrl * @see AWS * API Documentation */ java.util.concurrent.Future getGameSessionLogUrlAsync(GetGameSessionLogUrlRequest getGameSessionLogUrlRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, * or watching activity in real time. *

*

* Access requires 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. (See * the example later in this topic). For more information on remote access, see Remotely Accessing an * Instance. *

*

* To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If * successful, an InstanceAccess object is returned containing the instance's IP address and a set of * credentials. *

* * @param getInstanceAccessRequest * Represents the input for a request action. * @return A Java Future containing the result of the GetInstanceAccess operation returned by the service. * @sample AmazonGameLiftAsync.GetInstanceAccess * @see AWS API * Documentation */ java.util.concurrent.Future getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest); /** *

* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, * or watching activity in real time. *

*

* Access requires 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. (See * the example later in this topic). For more information on remote access, see Remotely Accessing an * Instance. *

*

* To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If * successful, an InstanceAccess object is returned containing the instance's IP address and a set of * credentials. *

* * @param getInstanceAccessRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the GetInstanceAccess operation returned by the service. * @sample AmazonGameLiftAsyncHandler.GetInstanceAccess * @see AWS API * Documentation */ java.util.concurrent.Future getInstanceAccessAsync(GetInstanceAccessRequest getInstanceAccessRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*
*

* Alias-related operations include: *

* * * @param listAliasesRequest * Represents the input for a request action. * @return A Java Future containing the result of the ListAliases operation returned by the service. * @sample AmazonGameLiftAsync.ListAliases * @see AWS API * Documentation */ java.util.concurrent.Future listAliasesAsync(ListAliasesRequest listAliasesRequest); /** *

* 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. *

*
*

* Alias-related operations include: *

* * * @param listAliasesRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListAliases operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListAliases * @see AWS API * Documentation */ java.util.concurrent.Future listAliasesAsync(ListAliasesRequest listAliasesRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves build records 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 records are not listed in any particular order. *

*
*

* Build-related operations include: *

* * * @param listBuildsRequest * Represents the input for a request action. * @return A Java Future containing the result of the ListBuilds operation returned by the service. * @sample AmazonGameLiftAsync.ListBuilds * @see AWS API * Documentation */ java.util.concurrent.Future listBuildsAsync(ListBuildsRequest listBuildsRequest); /** *

* Retrieves build records 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 records are not listed in any particular order. *

*
*

* Build-related operations include: *

* * * @param listBuildsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListBuilds operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListBuilds * @see AWS API * Documentation */ java.util.concurrent.Future listBuildsAsync(ListBuildsRequest listBuildsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the * pagination parameters to retrieve results in sequential pages. *

* *

* Fleet records are not listed in any particular order. *

*
*

* Fleet-related operations include: *

* * * @param listFleetsRequest * Represents the input for a request action. * @return A Java Future containing the result of the ListFleets operation returned by the service. * @sample AmazonGameLiftAsync.ListFleets * @see AWS API * Documentation */ java.util.concurrent.Future listFleetsAsync(ListFleetsRequest listFleetsRequest); /** *

* Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the * pagination parameters to retrieve results in sequential pages. *

* *

* Fleet records are not listed in any particular order. *

*
*

* Fleet-related operations include: *

* * * @param listFleetsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ListFleets operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ListFleets * @see AWS API * Documentation */ java.util.concurrent.Future listFleetsAsync(ListFleetsRequest listFleetsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param putScalingPolicyRequest * Represents the input for a request action. * @return A Java Future containing the result of the PutScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsync.PutScalingPolicy * @see AWS API * Documentation */ java.util.concurrent.Future putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest); /** *

* 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param putScalingPolicyRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the PutScalingPolicy operation returned by the service. * @sample AmazonGameLiftAsyncHandler.PutScalingPolicy * @see AWS API * Documentation */ java.util.concurrent.Future putScalingPolicyAsync(PutScalingPolicyRequest putScalingPolicyRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

* * @param requestUploadCredentialsRequest * Represents the input for a request action. * @return A Java Future containing the result of the RequestUploadCredentials operation returned by the service. * @sample AmazonGameLiftAsync.RequestUploadCredentials * @see AWS API Documentation */ java.util.concurrent.Future requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest); /** *

* 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. *

* * @param requestUploadCredentialsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the RequestUploadCredentials operation returned by the service. * @sample AmazonGameLiftAsyncHandler.RequestUploadCredentials * @see AWS API Documentation */ java.util.concurrent.Future requestUploadCredentialsAsync(RequestUploadCredentialsRequest requestUploadCredentialsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Retrieves the fleet ID that a specified alias is currently pointing to. *

*

* Alias-related operations include: *

* * * @param resolveAliasRequest * Represents the input for a request action. * @return A Java Future containing the result of the ResolveAlias operation returned by the service. * @sample AmazonGameLiftAsync.ResolveAlias * @see AWS API * Documentation */ java.util.concurrent.Future resolveAliasAsync(ResolveAliasRequest resolveAliasRequest); /** *

* Retrieves the fleet ID that a specified alias is currently pointing to. *

*

* Alias-related operations include: *

* * * @param resolveAliasRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ResolveAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ResolveAlias * @see AWS API * Documentation */ java.util.concurrent.Future resolveAliasAsync(ResolveAliasRequest resolveAliasRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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 -- 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. *

*

* Game-session-related operations include: *

* * * @param searchGameSessionsRequest * Represents the input for a request action. * @return A Java Future containing the result of the SearchGameSessions operation returned by the service. * @sample AmazonGameLiftAsync.SearchGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest); /** *

* 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 -- 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. *

*

* Game-session-related operations include: *

* * * @param searchGameSessionsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the SearchGameSessions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.SearchGameSessions * @see AWS * API Documentation */ java.util.concurrent.Future searchGameSessionsAsync(SearchGameSessionsRequest searchGameSessionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param startFleetActionsRequest * @return A Java Future containing the result of the StartFleetActions operation returned by the service. * @sample AmazonGameLiftAsync.StartFleetActions * @see AWS API * Documentation */ java.util.concurrent.Future startFleetActionsAsync(StartFleetActionsRequest startFleetActionsRequest); /** *

* 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. *

*

* Operations related to fleet capacity scaling include: *

* * * @param startFleetActionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartFleetActions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartFleetActions * @see AWS API * Documentation */ java.util.concurrent.Future startFleetActionsAsync(StartFleetActionsRequest startFleetActionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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 IDs and player data for each player you want to join to the new game session *

    *
  • *
  • *

    * 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. *

*

* Game-session-related operations include: *

* * * @param startGameSessionPlacementRequest * Represents the input for a request action. * @return A Java Future containing the result of the StartGameSessionPlacement operation returned by the service. * @sample AmazonGameLiftAsync.StartGameSessionPlacement * @see AWS API Documentation */ java.util.concurrent.Future startGameSessionPlacementAsync( StartGameSessionPlacementRequest startGameSessionPlacementRequest); /** *

* 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 IDs and player data for each player you want to join to the new game session *

    *
  • *
  • *

    * 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. *

*

* Game-session-related operations include: *

* * * @param startGameSessionPlacementRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartGameSessionPlacement operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartGameSessionPlacement * @see AWS API Documentation */ java.util.concurrent.Future startGameSessionPlacementAsync( StartGameSessionPlacementRequest startGameSessionPlacementRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. For more detail how to set up * backfilling, see * Backfill Existing Games with FlexMatch. *

*

* 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. *

*

* Matchmaking-related operations include: *

* * * @param startMatchBackfillRequest * Represents the input for a request action. * @return A Java Future containing the result of the StartMatchBackfill operation returned by the service. * @sample AmazonGameLiftAsync.StartMatchBackfill * @see AWS * API Documentation */ java.util.concurrent.Future startMatchBackfillAsync(StartMatchBackfillRequest startMatchBackfillRequest); /** *

* 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. For more detail how to set up * backfilling, see * Backfill Existing Games with FlexMatch. *

*

* 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. *

*

* Matchmaking-related operations include: *

* * * @param startMatchBackfillRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartMatchBackfill operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartMatchBackfill * @see AWS * API Documentation */ java.util.concurrent.Future startMatchBackfillAsync(StartMatchBackfillRequest startMatchBackfillRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new * game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, * rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to * host the new game session for optimal performance. A matchmaking request might start with a single player or a * group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match * type, rules, and the queue used to place a new game session are defined in a * MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic * Adding FlexMatch to Your * Game. *

*

* To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to * be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If * successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the * ticket to respond as needed and acquire game session connection information for successfully completed matches. *

*

* Tracking ticket status -- A couple of options are available for tracking the status of matchmaking * requests: *

*
    *
  • *

    * Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including * current status and (for completed tickets) game session connection info. We recommend polling no more than once * every 10 seconds. *

    *
  • *
  • *

    * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service * (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match * status changes faster and more efficiently than polling. We recommend that you use polling to back up to * notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when * notifications are not received within 30 seconds. *

    *
  • *
*

* Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: *

*
    *
  1. *

    * Your client code submits a StartMatchmaking request for one or more players and tracks the status of * the request ticket. *

    *
  2. *
  3. *

    * FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is * identified, all tickets in the proposed match are advanced to the next status. *

    *
  4. *
  5. *

    * If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status * REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in * every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or * fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch * for more details). *

    *
  6. *
  7. *

    * Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch * locates resources for a new game session using the game session queue (set in the matchmaking configuration) and * creates the game session based on the match data. *

    *
  8. *
  9. *

    * When the match is successfully placed, the matchmaking tickets move into COMPLETED status. * Connection information (including game session endpoint and player session) is added to the matchmaking tickets. * Matched players can use the connection information to join the game. *

    *
  10. *
*

* Matchmaking-related operations include: *

* * * @param startMatchmakingRequest * Represents the input for a request action. * @return A Java Future containing the result of the StartMatchmaking operation returned by the service. * @sample AmazonGameLiftAsync.StartMatchmaking * @see AWS API * Documentation */ java.util.concurrent.Future startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest); /** *

* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new * game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, * rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to * host the new game session for optimal performance. A matchmaking request might start with a single player or a * group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match * type, rules, and the queue used to place a new game session are defined in a * MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic * Adding FlexMatch to Your * Game. *

*

* To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to * be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If * successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the * ticket to respond as needed and acquire game session connection information for successfully completed matches. *

*

* Tracking ticket status -- A couple of options are available for tracking the status of matchmaking * requests: *

*
    *
  • *

    * Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including * current status and (for completed tickets) game session connection info. We recommend polling no more than once * every 10 seconds. *

    *
  • *
  • *

    * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service * (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match * status changes faster and more efficiently than polling. We recommend that you use polling to back up to * notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when * notifications are not received within 30 seconds. *

    *
  • *
*

* Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows: *

*
    *
  1. *

    * Your client code submits a StartMatchmaking request for one or more players and tracks the status of * the request ticket. *

    *
  2. *
  3. *

    * FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is * identified, all tickets in the proposed match are advanced to the next status. *

    *
  4. *
  5. *

    * If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status * REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in * every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or * fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch * for more details). *

    *
  6. *
  7. *

    * Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch * locates resources for a new game session using the game session queue (set in the matchmaking configuration) and * creates the game session based on the match data. *

    *
  8. *
  9. *

    * When the match is successfully placed, the matchmaking tickets move into COMPLETED status. * Connection information (including game session endpoint and player session) is added to the matchmaking tickets. * Matched players can use the connection information to join the game. *

    *
  10. *
*

* Matchmaking-related operations include: *

* * * @param startMatchmakingRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StartMatchmaking operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StartMatchmaking * @see AWS API * Documentation */ java.util.concurrent.Future startMatchmakingAsync(StartMatchmakingRequest startMatchmakingRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is * used to temporarily stop scaling events triggered by the fleet's scaling policies. 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 to maintain the fleet's desired instances * setting (FleetCapacity. Changes to the fleet's capacity must be done manually using * UpdateFleetCapacity. *

* * @param stopFleetActionsRequest * @return A Java Future containing the result of the StopFleetActions operation returned by the service. * @sample AmazonGameLiftAsync.StopFleetActions * @see AWS API * Documentation */ java.util.concurrent.Future stopFleetActionsAsync(StopFleetActionsRequest stopFleetActionsRequest); /** *

* Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is * used to temporarily stop scaling events triggered by the fleet's scaling policies. 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 to maintain the fleet's desired instances * setting (FleetCapacity. Changes to the fleet's capacity must be done manually using * UpdateFleetCapacity. *

* * @param stopFleetActionsRequest * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StopFleetActions operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StopFleetActions * @see AWS API * Documentation */ java.util.concurrent.Future stopFleetActionsAsync(StopFleetActionsRequest stopFleetActionsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param stopGameSessionPlacementRequest * Represents the input for a request action. * @return A Java Future containing the result of the StopGameSessionPlacement operation returned by the service. * @sample AmazonGameLiftAsync.StopGameSessionPlacement * @see AWS API Documentation */ java.util.concurrent.Future stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param stopGameSessionPlacementRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StopGameSessionPlacement operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StopGameSessionPlacement * @see AWS API Documentation */ java.util.concurrent.Future stopGameSessionPlacementAsync(StopGameSessionPlacementRequest stopGameSessionPlacementRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Cancels a matchmaking 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. *

*

* Matchmaking-related operations include: *

* * * @param stopMatchmakingRequest * Represents the input for a request action. * @return A Java Future containing the result of the StopMatchmaking operation returned by the service. * @sample AmazonGameLiftAsync.StopMatchmaking * @see AWS API * Documentation */ java.util.concurrent.Future stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest); /** *

* Cancels a matchmaking 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. *

*

* Matchmaking-related operations include: *

* * * @param stopMatchmakingRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the StopMatchmaking operation returned by the service. * @sample AmazonGameLiftAsyncHandler.StopMatchmaking * @see AWS API * Documentation */ java.util.concurrent.Future stopMatchmakingAsync(StopMatchmakingRequest stopMatchmakingRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Alias-related operations include: *

* * * @param updateAliasRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateAlias operation returned by the service. * @sample AmazonGameLiftAsync.UpdateAlias * @see AWS API * Documentation */ java.util.concurrent.Future updateAliasAsync(UpdateAliasRequest updateAliasRequest); /** *

* 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. *

*

* Alias-related operations include: *

* * * @param updateAliasRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateAlias operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateAlias * @see AWS API * Documentation */ java.util.concurrent.Future updateAliasAsync(UpdateAliasRequest updateAliasRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Updates metadata in a build record, 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. *

*

* Build-related operations include: *

* * * @param updateBuildRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateBuild operation returned by the service. * @sample AmazonGameLiftAsync.UpdateBuild * @see AWS API * Documentation */ java.util.concurrent.Future updateBuildAsync(UpdateBuildRequest updateBuildRequest); /** *

* Updates metadata in a build record, 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. *

*

* Build-related operations include: *

* * * @param updateBuildRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateBuild operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateBuild * @see AWS API * Documentation */ java.util.concurrent.Future updateBuildAsync(UpdateBuildRequest updateBuildRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Fleet-related operations include: *

* * * @param updateFleetAttributesRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateFleetAttributes operation returned by the service. * @sample AmazonGameLiftAsync.UpdateFleetAttributes * @see AWS * API Documentation */ java.util.concurrent.Future updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest); /** *

* 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. *

*

* Fleet-related operations include: *

* * * @param updateFleetAttributesRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateFleetAttributes operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateFleetAttributes * @see AWS * API Documentation */ java.util.concurrent.Future updateFleetAttributesAsync(UpdateFleetAttributesRequest updateFleetAttributesRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you * want this fleet to contain. Before calling this action, 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. *

*

* Fleet-related operations include: *

* * * @param updateFleetCapacityRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateFleetCapacity operation returned by the service. * @sample AmazonGameLiftAsync.UpdateFleetCapacity * @see AWS * API Documentation */ java.util.concurrent.Future updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest); /** *

* Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you * want this fleet to contain. Before calling this action, 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. *

*

* Fleet-related operations include: *

* * * @param updateFleetCapacityRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateFleetCapacity operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateFleetCapacity * @see AWS * API Documentation */ java.util.concurrent.Future updateFleetCapacityAsync(UpdateFleetCapacityRequest updateFleetCapacityRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Fleet-related operations include: *

* * * @param updateFleetPortSettingsRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateFleetPortSettings operation returned by the service. * @sample AmazonGameLiftAsync.UpdateFleetPortSettings * @see AWS API Documentation */ java.util.concurrent.Future updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest); /** *

* 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. *

*

* Fleet-related operations include: *

* * * @param updateFleetPortSettingsRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateFleetPortSettings operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateFleetPortSettings * @see AWS API Documentation */ java.util.concurrent.Future updateFleetPortSettingsAsync(UpdateFleetPortSettingsRequest updateFleetPortSettingsRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param updateGameSessionRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateGameSession operation returned by the service. * @sample AmazonGameLiftAsync.UpdateGameSession * @see AWS API * Documentation */ java.util.concurrent.Future updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest); /** *

* 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. *

*

* Game-session-related operations include: *

* * * @param updateGameSessionRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateGameSession operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateGameSession * @see AWS API * Documentation */ java.util.concurrent.Future updateGameSessionAsync(UpdateGameSessionRequest updateGameSessionRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* 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. *

*

* Queue-related operations include: *

* * * @param updateGameSessionQueueRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsync.UpdateGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest); /** *

* 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. *

*

* Queue-related operations include: *

* * * @param updateGameSessionQueueRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateGameSessionQueue operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateGameSessionQueue * @see AWS API Documentation */ java.util.concurrent.Future updateGameSessionQueueAsync(UpdateGameSessionQueueRequest updateGameSessionQueueRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to * be updated and provide the new settings. *

*

* Operations related to match configurations and rule sets include: *

* * * @param updateMatchmakingConfigurationRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsync.UpdateMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future updateMatchmakingConfigurationAsync( UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest); /** *

* Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to * be updated and provide the new settings. *

*

* Operations related to match configurations and rule sets include: *

* * * @param updateMatchmakingConfigurationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateMatchmakingConfiguration operation returned by the * service. * @sample AmazonGameLiftAsyncHandler.UpdateMatchmakingConfiguration * @see AWS API Documentation */ java.util.concurrent.Future updateMatchmakingConfigurationAsync( UpdateMatchmakingConfigurationRequest updateMatchmakingConfigurationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Updates the current run-time 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 run-time configuration at any time after the * fleet is created; it does not need to be in an ACTIVE status. *

*

* To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object * with the updated collection of server process configurations. *

*

* Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how * it launches server processes to comply with the latest version. Existing server processes are not affected by the * update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the * current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing * processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity. *

*

* Fleet-related operations include: *

* * * @param updateRuntimeConfigurationRequest * Represents the input for a request action. * @return A Java Future containing the result of the UpdateRuntimeConfiguration operation returned by the service. * @sample AmazonGameLiftAsync.UpdateRuntimeConfiguration * @see AWS API Documentation */ java.util.concurrent.Future updateRuntimeConfigurationAsync( UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest); /** *

* Updates the current run-time 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 run-time configuration at any time after the * fleet is created; it does not need to be in an ACTIVE status. *

*

* To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object * with the updated collection of server process configurations. *

*

* Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how * it launches server processes to comply with the latest version. Existing server processes are not affected by the * update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the * current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing * processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity. *

*

* Fleet-related operations include: *

* * * @param updateRuntimeConfigurationRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the UpdateRuntimeConfiguration operation returned by the service. * @sample AmazonGameLiftAsyncHandler.UpdateRuntimeConfiguration * @see AWS API Documentation */ java.util.concurrent.Future updateRuntimeConfigurationAsync( UpdateRuntimeConfigurationRequest updateRuntimeConfigurationRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); /** *

* Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses * syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a * rule set string. *

*

* Operations related to match configurations and rule sets include: *

* * * @param validateMatchmakingRuleSetRequest * Represents the input for a request action. * @return A Java Future containing the result of the ValidateMatchmakingRuleSet operation returned by the service. * @sample AmazonGameLiftAsync.ValidateMatchmakingRuleSet * @see AWS API Documentation */ java.util.concurrent.Future validateMatchmakingRuleSetAsync( ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest); /** *

* Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses * syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a * rule set string. *

*

* Operations related to match configurations and rule sets include: *

* * * @param validateMatchmakingRuleSetRequest * Represents the input for a request action. * @param asyncHandler * Asynchronous callback handler for events in the lifecycle of the request. Users can provide an * implementation of the callback methods in this interface to receive notification of successful or * unsuccessful completion of the operation. * @return A Java Future containing the result of the ValidateMatchmakingRuleSet operation returned by the service. * @sample AmazonGameLiftAsyncHandler.ValidateMatchmakingRuleSet * @see AWS API Documentation */ java.util.concurrent.Future validateMatchmakingRuleSetAsync( ValidateMatchmakingRuleSetRequest validateMatchmakingRuleSetRequest, com.amazonaws.handlers.AsyncHandler asyncHandler); }




© 2015 - 2025 Weber Informatics LLC | Privacy Policy