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/*
* 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.
*
*
* -
*
* StartGameSessionPlacement -- Request a new game session placement and add one or more players to it.
*
*
* -
*
* DescribeGameSessionPlacement -- Get details on a placement request, including status.
*
*
* -
*
* StopGameSessionPlacement -- Cancel a placement request.
*
*
*
*
* -
*
* 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
*
*
* -
*
* CreateFleet -- Configure and activate a new fleet to run a build's game servers.
*
*
* -
*
* ListFleets -- Get a list of all fleet IDs in a Amazon GameLift region (all statuses).
*
*
* -
*
* DeleteFleet -- Terminate a fleet that is no longer running game servers or hosting players.
*
*
* -
*
* View / update fleet configurations.
*
*
* -
*
* DescribeFleetAttributes / UpdateFleetAttributes -- View or change a fleet's metadata and settings for
* game session protection and resource creation limits.
*
*
* -
*
* DescribeFleetPortSettings / UpdateFleetPortSettings -- View or change the inbound permissions (IP
* address and port setting ranges) allowed for a fleet.
*
*
* -
*
* DescribeRuntimeConfiguration / UpdateRuntimeConfiguration -- View or change what server processes (and
* how many) to run on each instance in a fleet.
*
*
*
*
*
*
* -
*
* 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.
*
*
* -
*
* PutScalingPolicy -- Create a new auto-scaling policy, or update an existing one.
*
*
* -
*
* DescribeScalingPolicies -- Retrieve an existing auto-scaling policy.
*
*
* -
*
* DeleteScalingPolicy -- Delete an auto-scaling policy and stop it from affecting a fleet's capacity.
*
*
* -
*
* StartFleetActions -- Restart a fleet's auto-scaling policies.
*
*
* -
*
* StopFleetActions -- Suspend a fleet's auto-scaling policies.
*
*
*
*
*
*
* -
*
* Manage VPC peering connections for fleets
*
*
* -
*
* CreateVpcPeeringAuthorization -- Authorize a peering connection to one of your VPCs.
*
*
* -
*
* DescribeVpcPeeringAuthorizations -- Retrieve valid peering connection authorizations.
*
*
* -
*
* DeleteVpcPeeringAuthorization -- Delete a peering connection authorization.
*
*
* -
*
* CreateVpcPeeringConnection -- Establish a peering connection between the VPC for a Amazon GameLift fleet and
* one of your VPCs.
*
*
* -
*
* DescribeVpcPeeringConnections -- Retrieve information on active or pending VPC peering connections with a
* Amazon GameLift fleet.
*
*
* -
*
* DeleteVpcPeeringConnection -- Delete a VPC peering connection with a Amazon GameLift fleet.
*
*
*
*
* -
*
* 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
*
*
* -
*
* CreateGameSessionQueue -- Create a queue for processing requests for new game sessions.
*
*
* -
*
* DescribeGameSessionQueues -- Retrieve game session queues defined in a Amazon GameLift region.
*
*
* -
*
* UpdateGameSessionQueue -- Change the configuration of a game session queue.
*
*
* -
*
* DeleteGameSessionQueue -- Remove a game session queue from the region.
*
*
*
*
* -
*
* Manage FlexMatch resources
*
*
* -
*
* CreateMatchmakingConfiguration -- Create a matchmaking configuration with instructions for building a player
* group and placing in a new game session.
*
*
* -
*
* DescribeMatchmakingConfigurations -- Retrieve matchmaking configurations defined a Amazon GameLift region.
*
*
* -
*
* UpdateMatchmakingConfiguration -- Change settings for matchmaking configuration. queue.
*
*
* -
*
* DeleteMatchmakingConfiguration -- Remove a matchmaking configuration from the region.
*
*
* -
*
* CreateMatchmakingRuleSet -- Create a set of rules to use when searching for player matches.
*
*
* -
*
* DescribeMatchmakingRuleSets -- Retrieve matchmaking rule sets defined in a Amazon GameLift region.
*
*
* -
*
* ValidateMatchmakingRuleSet -- Verify syntax for a set of matchmaking rules.
*
*
*
*
*
*/
@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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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
*
*
*
*
* -
*
* VPC peering connection (see VPC Peering with Amazon
* GameLift Fleets)
*
*
*
*
* 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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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
*
*
*
*
* -
*
* VPC peering connection (see VPC Peering with Amazon
* GameLift Fleets)
*
*
*
*
* 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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Manage scaling policies:
*
*
* -
*
* PutScalingPolicy (auto-scaling)
*
*
* -
*
* DescribeScalingPolicies (auto-scaling)
*
*
* -
*
* DeleteScalingPolicy (auto-scaling)
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* Your client code submits a StartMatchmaking
request for one or more players and tracks the status of
* the request ticket.
*
*
* -
*
* 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.
*
*
* -
*
* 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).
*
*
* -
*
* 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.
*
*
* -
*
* 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.
*
*
*
*
* Matchmaking-related operations include:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* Your client code submits a StartMatchmaking
request for one or more players and tracks the status of
* the request ticket.
*
*
* -
*
* 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.
*
*
* -
*
* 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).
*
*
* -
*
* 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.
*
*
* -
*
* 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.
*
*
*
*
* Matchmaking-related operations include:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* StartMatchmaking
*
*
* -
*
*
* -
*
* StopMatchmaking
*
*
* -
*
* AcceptMatch
*
*
* -
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateAlias
*
*
* -
*
* ListAliases
*
*
* -
*
* DescribeAlias
*
*
* -
*
* UpdateAlias
*
*
* -
*
* DeleteAlias
*
*
* -
*
* ResolveAlias
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateBuild
*
*
* -
*
* ListBuilds
*
*
* -
*
* DescribeBuild
*
*
* -
*
* UpdateBuild
*
*
* -
*
* DeleteBuild
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
* Game session placements
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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:
*
*
* -
*
* CreateFleet
*
*
* -
*
* ListFleets
*
*
* -
*
* DeleteFleet
*
*
* -
*
* Describe fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Update fleets:
*
*
* -
*
*
* -
*
*
* -
*
*
* -
*
*
*
*
* -
*
* Manage fleet actions:
*
*
* -
*
*
* -
*
* StopFleetActions
*
*
*
*
*
*
* @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);
}