Module Smaws_Client_GameLift.Types

type nonrec zip_blob = bytes
type nonrec zero_capacity_strategy =
  1. | SCALE_TO_AND_FROM_ZERO
  2. | MANUAL
type nonrec whole_number_long = Smaws_Lib.CoreTypes.Int64.t
type nonrec whole_number = int
type nonrec weighted_capacity = string
type nonrec vpc_subnet = string
type nonrec vpc_subnets = vpc_subnet list
type nonrec non_zero_and_max_string = string
type nonrec vpc_peering_connection_status = {
  1. message : non_zero_and_max_string option;
    (*

    Additional messaging associated with the connection status.

    *)
  2. code : non_zero_and_max_string option;
    (*

    Code indicating the status of a VPC peering connection.

    *)
}

Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.

type nonrec fleet_id = string
type nonrec fleet_arn = string
type nonrec vpc_peering_connection = {
  1. game_lift_vpc_id : non_zero_and_max_string option;
    (*

    A unique identifier for the VPC that contains the Amazon GameLift Servers fleet for this connection. This VPC is managed by Amazon GameLift Servers and does not appear in your Amazon Web Services account.

    *)
  2. peer_vpc_id : non_zero_and_max_string option;
    (*

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

    *)
  3. status : vpc_peering_connection_status option;
    (*

    The status information about the connection. Status indicates if a connection is pending, successful, or failed.

    *)
  4. vpc_peering_connection_id : non_zero_and_max_string option;
    (*

    A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.

    *)
  5. ip_v4_cidr_block : non_zero_and_max_string option;
    (*

    CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

    *)
  6. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

    *)
  7. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift Servers VPC for your fleet.

    *)
}

Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift Servers fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

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type nonrec vpc_peering_connection_list = vpc_peering_connection list
type nonrec timestamp = Smaws_Lib.CoreTypes.Timestamp.t
type nonrec vpc_peering_authorization = {
  1. expiration_time : timestamp option;
    (*

    Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  2. creation_time : timestamp option;
    (*

    Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  3. peer_vpc_id : non_zero_and_max_string option;
    (*

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

    *)
  4. peer_vpc_aws_account_id : non_zero_and_max_string option;
    (*

    The authorization's peer VPC Amazon Web Services account ID.

    *)
  5. game_lift_aws_account_id : non_zero_and_max_string option;
    (*

    A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift Servers fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

    *)
}

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift Servers fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

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type nonrec vpc_peering_authorization_list = vpc_peering_authorization list
type nonrec boolean_model = bool
type nonrec validate_matchmaking_rule_set_output = {
  1. valid : boolean_model option;
    (*

    A response indicating whether the rule set is valid.

    *)
}
type nonrec rule_set_body = string
type nonrec validate_matchmaking_rule_set_input = {
  1. rule_set_body : rule_set_body;
    (*

    A collection of matchmaking rules to validate, formatted as a JSON string.

    *)
}
type nonrec non_empty_string = string
type nonrec unsupported_region_exception = {
  1. message : non_empty_string option;
}

The requested operation is not supported in the Region specified.

type nonrec invalid_request_exception = {
  1. message : non_empty_string option;
}

One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

type nonrec internal_service_exception = {
  1. message : non_empty_string option;
}

The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

type nonrec script_id = string
type nonrec script_arn = string
type nonrec s3_location = {
  1. object_version : non_empty_string option;
    (*

    The version of the file, if object versioning is turned on for the bucket. Amazon GameLift Servers uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.

    *)
  2. role_arn : non_empty_string option;
    (*

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access the S3 bucket.

    *)
  3. key : non_empty_string option;
    (*

    The name of the zip file that contains the build files or script files.

    *)
  4. bucket : non_empty_string option;
    (*

    An Amazon S3 bucket identifier. Thename of the S3 bucket.

    Amazon GameLift Servers doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).

    *)
}

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift Servers.

type nonrec node_js_version = string
type nonrec script = {
  1. node_js_version : node_js_version option;
    (*

    The Node.js version used for execution of your Realtime script. The valid values are 10.x | 24.x. By default, NodeJsVersion is 10.x. This value cannot be updated later.

    Node.js 10 will reach end of support on September 30, 2026. See more details in the Node.js 10 FAQs. For migration guidance, see Migrating from Node.js 10 to 24.

    *)
  2. storage_location : s3_location option;
    (*

    The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift Servers to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

    *)
  3. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  4. size_on_disk : whole_number_long option;
    (*

    The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

    *)
  5. version : non_zero_and_max_string option;
    (*

    Version information that is associated with a build or script. Version strings do not need to be unique.

    *)
  6. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a script. Script names do not need to be unique.

    *)
  7. script_arn : script_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

    *)
  8. script_id : script_id option;
    (*

    A unique identifier for the Realtime script

    *)
}

Properties describing a Realtime script.

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type nonrec update_script_output = {
  1. script : script option;
    (*

    The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift Servers service.

    *)
}
type nonrec script_id_or_arn = string
type nonrec update_script_input = {
  1. zip_file : zip_blob option;
    (*

    A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

    When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

    *)
  2. storage_location : s3_location option;
    (*

    The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift Servers to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

    *)
  3. version : non_zero_and_max_string option;
    (*

    Version information that is associated with a build or script. Version strings do not need to be unique.

    *)
  4. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a script. Script names do not need to be unique.

    *)
  5. script_id : script_id_or_arn;
    (*

    A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.

    *)
}
type nonrec unauthorized_exception = {
  1. message : non_empty_string option;
}

The client failed authentication. Clients should not retry such requests.

type nonrec not_found_exception = {
  1. message : non_empty_string option;
}

The requested resource was not found. The resource was either not created yet or deleted.

type nonrec launch_path_string_model = string
type nonrec launch_parameters_string_model = string
type nonrec positive_integer = int
type nonrec server_process = {
  1. concurrent_executions : positive_integer;
    (*

    The number of server processes using this configuration that run concurrently on each instance or compute.

    *)
  2. parameters : launch_parameters_string_model option;
    (*

    An optional list of parameters to pass to the server executable or Realtime script on launch.

    *)
  3. launch_path : launch_path_string_model;
    (*

    The location of a game build executable or Realtime script. Game builds and Realtime scripts are installed on instances at the root:

    • Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"
    • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

    Amazon GameLift Servers doesn't support the use of setup scripts that launch the game executable. For custom game builds, this parameter must indicate the executable that calls the server SDK operations initSDK() and ProcessReady().

    *)
}

A set of instructions for launching server processes on fleet computes. Server processes run either an executable in a custom game build or a Amazon GameLift Servers Realtime script. Server process configurations are part of a fleet's runtime configuration.

type nonrec server_process_list = server_process list
type nonrec max_concurrent_game_session_activations = int
type nonrec game_session_activation_timeout_seconds = int
type nonrec runtime_configuration = {
  1. game_session_activation_timeout_seconds : game_session_activation_timeout_seconds option;
    (*

    The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

    *)
  2. max_concurrent_game_session_activations : max_concurrent_game_session_activations option;
    (*

    The number of game sessions in status ACTIVATING to allow on an instance or compute. This setting limits the instance resources that can be used for new game activations at any one time.

    *)
  3. server_processes : server_process_list option;
    (*

    A collection of server process configurations that identify what server processes to run on fleet computes.

    *)
}

A set of instructions that define the set of server processes to run on computes in a fleet. Server processes run either an executable in a custom game build or a Amazon GameLift Servers Realtime script. Amazon GameLift Servers launches the processes, manages their life cycle, and replaces them as needed. Computes check regularly for an updated runtime configuration.

An Amazon GameLift Servers instance is limited to 50 processes running concurrently. To calculate the total number of processes defined in a runtime configuration, add the values of the ConcurrentExecutions parameter for each server process. Learn more about Running Multiple Processes on a Fleet.

type nonrec update_runtime_configuration_output = {
  1. runtime_configuration : runtime_configuration option;
    (*

    The runtime configuration currently in use by computes in the fleet. If the update is successful, all property changes are shown.

    *)
}
type nonrec fleet_id_or_arn = string
type nonrec update_runtime_configuration_input = {
  1. runtime_configuration : runtime_configuration;
    (*

    Instructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Amazon GameLift Servers Realtime script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec limit_exceeded_exception = {
  1. message : non_empty_string option;
}

The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

type nonrec invalid_fleet_status_exception = {
  1. message : non_empty_string option;
}

The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

type nonrec matchmaking_id_string_model = string
type nonrec matchmaking_configuration_arn = string
type nonrec arn_string_model = string
type nonrec queue_arns_list = arn_string_model list
type nonrec matchmaking_request_timeout_integer = int
type nonrec matchmaking_acceptance_timeout_integer = int
type nonrec matchmaking_rule_set_arn = string
type nonrec sns_arn_string_model = string
type nonrec custom_event_data = string
type nonrec game_property_key = string
type nonrec game_property_value = string
type nonrec game_property = {
  1. value : game_property_value;
    (*

    The game property value.

    *)
  2. key : game_property_key;
    (*

    The game property identifier.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
}

This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session's map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session.

For examples of working with game properties, see Create a game session with properties.

type nonrec game_property_list = game_property list
type nonrec game_session_data = string
type nonrec backfill_mode =
  1. | MANUAL
  2. | AUTOMATIC
type nonrec flex_match_mode =
  1. | WITH_QUEUE
  2. | STANDALONE
type nonrec matchmaking_configuration = {
  1. flex_match_mode : flex_match_mode option;
    (*

    Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.

    • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
    • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.
    *)
  2. backfill_mode : backfill_mode option;
    (*

    The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

    *)
  3. game_session_data : game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

    *)
  4. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  5. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  6. custom_event_data : custom_event_data option;
    (*

    Information to attach to all events related to the matchmaking configuration.

    *)
  7. additional_player_count : whole_number option;
    (*

    The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

    *)
  8. notification_target : sns_arn_string_model option;
    (*

    An SNS topic ARN that is set up to receive matchmaking notifications.

    *)
  9. rule_set_arn : matchmaking_rule_set_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

    *)
  10. rule_set_name : matchmaking_id_string_model option;
    (*

    A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

    *)
  11. acceptance_required : boolean_model option;
    (*

    A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

    *)
  12. acceptance_timeout_seconds : matchmaking_acceptance_timeout_integer option;
    (*

    The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

    *)
  13. request_timeout_seconds : matchmaking_request_timeout_integer option;
    (*

    The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

    *)
  14. game_session_queue_arns : queue_arns_list option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::gamesessionqueue/

    . Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

    *)
  15. description : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with matchmaking configuration.

    *)
  16. configuration_arn : matchmaking_configuration_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::matchmakingconfiguration/

    . In a Amazon GameLift Servers configuration ARN, the resource ID matches the Name value.

    *)
  17. name : matchmaking_id_string_model option;
    (*

    A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

    *)
}

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

type nonrec update_matchmaking_configuration_output = {
  1. configuration : matchmaking_configuration option;
    (*

    The updated matchmaking configuration.

    *)
}
type nonrec matchmaking_configuration_name = string
type nonrec matchmaking_rule_set_name = string
type nonrec update_matchmaking_configuration_input = {
  1. flex_match_mode : flex_match_mode option;
    (*

    Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.

    • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
    • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.
    *)
  2. backfill_mode : backfill_mode option;
    (*

    The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a match backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

    *)
  3. game_session_data : game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

    *)
  4. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  5. custom_event_data : custom_event_data option;
    (*

    Information to add to all events related to the matchmaking configuration.

    *)
  6. additional_player_count : whole_number option;
    (*

    The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

    *)
  7. notification_target : sns_arn_string_model option;
    (*

    An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

    *)
  8. rule_set_name : matchmaking_rule_set_name option;
    (*

    A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

    *)
  9. acceptance_required : boolean_model option;
    (*

    A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

    *)
  10. acceptance_timeout_seconds : matchmaking_acceptance_timeout_integer option;
    (*

    The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

    *)
  11. request_timeout_seconds : matchmaking_request_timeout_integer option;
    (*

    The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

    *)
  12. game_session_queue_arns : queue_arns_list option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::gamesessionqueue/

    . Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

    *)
  13. description : non_zero_and_max_string option;
    (*

    A description for the matchmaking configuration.

    *)
  14. name : matchmaking_configuration_name;
    (*

    A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

    *)
}
type nonrec game_session_queue_name = string
type nonrec game_session_queue_arn = string
type nonrec player_latency_policy = {
  1. policy_duration_seconds : whole_number option;
    (*

    The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

    *)
  2. maximum_individual_player_latency_milliseconds : whole_number option;
    (*

    The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

    *)
}

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

type nonrec player_latency_policy_list = player_latency_policy list
type nonrec game_session_queue_destination = {
  1. destination_arn : arn_string_model option;
    (*

    The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.

    *)
}

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

type nonrec game_session_queue_destination_list = game_session_queue_destination list
type nonrec location_string_model = string
type nonrec location_list = location_string_model list
type nonrec filter_configuration = {
  1. allowed_locations : location_list option;
    (*

    A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2.

    *)
}

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily exclude specific locations from receiving placements. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all, of a fleet's locations.

type nonrec priority_type =
  1. | LOCATION
  2. | DESTINATION
  3. | COST
  4. | LATENCY
type nonrec priority_type_list = priority_type list
type nonrec priority_configuration = {
  1. location_order : location_list option;
    (*

    The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations can include Amazon Web Services Region codes (such as us-west-2), local zones, and custom locations (for Anywhere fleets). Each location must be listed only once. For details, see Amazon GameLift Servers service locations.

    *)
  2. priority_order : priority_type_list option;
    (*

    A custom sequence to use when prioritizing where to place new game sessions. Each priority type is listed once.

    • LATENCY -- Amazon GameLift Servers prioritizes locations where the average player latency is lowest. Player latency data is provided in each game session placement request.
    • COST -- Amazon GameLift Servers prioritizes queue destinations with the lowest current hosting costs. Cost is evaluated based on the destination's location, instance type, and fleet type (Spot or On-Demand).
    • DESTINATION -- Amazon GameLift Servers prioritizes based on the list order of destinations in the queue configuration.
    • LOCATION -- Amazon GameLift Servers prioritizes based on the provided order of locations, as defined in LocationOrder.
    *)
}

Custom prioritization settings to use with a game session queue. Prioritization settings determine how the queue selects a game hosting resource to start a new game session. This configuration replaces the default prioritization process for queues.

By default, a queue makes game session placements based on the following criteria:

  • When a game session request does not include player latency data, Amazon GameLift Servers places game sessions based on the following priorities: (1) the queue's default destination order, and (2) for multi-location fleets, an alphabetic list of locations.
  • When a game session request includes player latency data, Amazon GameLift Servers re-orders the queue's destinations to make placements where the average player latency is lowest. It reorders based the following priorities: (1) the lowest average latency across all players, (2) the lowest hosting cost, (3) the queue's default destination order, and (4) for multi-location fleets, an alphabetic list of locations.
type nonrec queue_custom_event_data = string
type nonrec queue_sns_arn_string_model = string
type nonrec game_session_queue = {
  1. notification_target : queue_sns_arn_string_model option;
    (*

    An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

    *)
  2. custom_event_data : queue_custom_event_data option;
    (*

    Information that is added to all events that are related to this game session queue.

    *)
  3. priority_configuration : priority_configuration option;
    (*

    Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

    *)
  4. filter_configuration : filter_configuration option;
    (*

    A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

    *)
  5. destinations : game_session_queue_destination_list option;
    (*

    A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

    *)
  6. player_latency_policies : player_latency_policy_list option;
    (*

    A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value.

    *)
  7. timeout_in_seconds : whole_number option;
    (*

    The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

    The minimum value is 10 and the maximum value is 600.

    *)
  8. game_session_queue_arn : game_session_queue_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::gamesessionqueue/

    . In a Amazon GameLift Servers game session queue ARN, the resource ID matches the Name value.

    *)
  9. name : game_session_queue_name option;
    (*

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

    *)
}

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

type nonrec update_game_session_queue_output = {
  1. game_session_queue : game_session_queue option;
    (*

    An object that describes the newly updated game session queue.

    *)
}
type nonrec game_session_queue_name_or_arn = string
type nonrec update_game_session_queue_input = {
  1. notification_target : queue_sns_arn_string_model option;
    (*

    An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

    *)
  2. custom_event_data : queue_custom_event_data option;
    (*

    Information to be added to all events that are related to this game session queue.

    *)
  3. priority_configuration : priority_configuration option;
    (*

    Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.

    *)
  4. filter_configuration : filter_configuration option;
    (*

    A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.

    *)
  5. destinations : game_session_queue_destination_list option;
    (*

    A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.

    *)
  6. player_latency_policies : player_latency_policy_list option;
    (*

    A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value. When updating policies, provide a complete collection of policies.

    *)
  7. timeout_in_seconds : whole_number option;
    (*

    The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

    The minimum value is 10 and the maximum value is 600.

    *)
  8. name : game_session_queue_name_or_arn;
    (*

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

    *)
}
type nonrec game_session_status =
  1. | ERROR
  2. | TERMINATING
  3. | TERMINATED
  4. | ACTIVATING
  5. | ACTIVE
type nonrec game_session_status_reason =
  1. | FORCE_TERMINATED
  2. | TRIGGERED_ON_PROCESS_TERMINATE
  3. | INTERRUPTED
type nonrec ip_address = string
type nonrec dns_name = string
type nonrec port_number = int
type nonrec player_session_creation_policy =
  1. | DENY_ALL
  2. | ACCEPT_ALL
type nonrec large_game_session_data = string
type nonrec matchmaker_data = string
type nonrec compute_name = string
type nonrec player_gateway_status =
  1. | ENABLED
  2. | DISABLED
type nonrec game_session = {
  1. player_gateway_status : player_gateway_status option;
    (*

    Indicates whether player gateway is available for use for this game session. Note, even if a fleet has PlayerGatewayMode configured as ENABLED, player gateway might not be available in a specific location. For more information about locations where player gateway is supported, see Amazon GameLift Servers service locations.

    Possible values include:

    • ENABLED -- Player gateway is available for routing player connections for this game session.
    • DISABLED -- Player gateway is not available for this game session.
    *)
  2. compute_name : compute_name option;
    (*

    A descriptive label for the compute resource. The compute resource that is hosting the game session. For EC2 fleets, this is the EC2 instance ID. For Container fleets, each game server container group on a fleet instance is assigned a compute name. For Anywhere fleets, this is the custom compute name.

    *)
  3. location : location_string_model option;
    (*

    The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.

    *)
  4. matchmaker_data : matchmaker_data option;
    (*

    Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

    *)
  5. game_session_data : large_game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.

    *)
  6. creator_id : non_zero_and_max_string option;
    (*

    A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

    *)
  7. player_session_creation_policy : player_session_creation_policy option;
    (*

    Indicates whether the game session is accepting new players.

    *)
  8. port : port_number option;
    (*

    The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.

    *)
  9. dns_name : dns_name option;
    (*

    The DNS identifier assigned to the instance that is running the game session. Values have the following format:

    When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

    *)
  10. ip_address : ip_address option;
    (*

    The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.

    *)
  11. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  12. status_reason : game_session_status_reason option;
    (*

    Provides additional information about game session status.

    • INTERRUPTED -- The game session was hosted on an EC2 Spot instance that was reclaimed, causing the active game session to be stopped.
    • TRIGGERED_ON_PROCESS_TERMINATE – The game session was stopped by calling TerminateGameSession with the termination mode TRIGGER_ON_PROCESS_TERMINATE.
    • FORCE_TERMINATED – The game session was stopped by calling TerminateGameSession with the termination mode FORCE_TERMINATE.
    *)
  13. status : game_session_status option;
    (*

    Current status of the game session. A game session must have an ACTIVE status to have player sessions.

    *)
  14. maximum_player_session_count : whole_number option;
    (*

    The maximum number of players that can be connected simultaneously to the game session.

    *)
  15. current_player_session_count : whole_number option;
    (*

    Number of players currently in the game session.

    *)
  16. termination_time : timestamp option;
    (*

    A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  17. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  18. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

    *)
  19. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that the game session is running on.

    *)
  20. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a game session. Session names do not need to be unique.

    *)
  21. game_session_id : non_zero_and_max_string option;
    (*

    An identifier for the game session that is unique across all regions. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Amazon GameLift Servers retains a game session resource for 30 days after the game session ends. You can reuse idempotency token values after this time. Game session logs are retained for 14 days.

All APIs by task

type nonrec update_game_session_output = {
  1. game_session : game_session option;
    (*

    The updated game session properties.

    *)
}
type nonrec protection_policy =
  1. | FullProtection
  2. | NoProtection
type nonrec update_game_session_input = {
  1. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see Update the value of a game property.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  2. protection_policy : protection_policy option;
    (*

    Game session protection policy to apply to this game session only.

    • NoProtection -- The game session can be terminated during a scale-down event.
    • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
    *)
  3. player_session_creation_policy : player_session_creation_policy option;
    (*

    A policy that determines whether the game session is accepting new players.

    *)
  4. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a game session. Session names do not need to be unique.

    *)
  5. maximum_player_session_count : whole_number option;
    (*

    The maximum number of players that can be connected simultaneously to the game session.

    *)
  6. game_session_id : arn_string_model;
    (*

    An identifier for the game session that is unique across all regions to update. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec not_ready_exception = {
  1. message : non_empty_string option;
}

The operation failed because Amazon GameLift Servers has not yet finished validating this compute. We recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential backoffs and jitter.

type nonrec invalid_game_session_status_exception = {
  1. message : non_empty_string option;
}

The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.

type nonrec conflict_exception = {
  1. message : non_empty_string option;
}

The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

type nonrec game_server_group_name = string
type nonrec game_server_group_arn = string
type nonrec game_server_id = string
type nonrec game_server_instance_id = string
type nonrec game_server_connection_info = string
type nonrec game_server_data = string
type nonrec game_server_claim_status =
  1. | CLAIMED
type nonrec game_server_utilization_status =
  1. | UTILIZED
  2. | AVAILABLE
type nonrec game_server = {
  1. last_health_check_time : timestamp option;
    (*

    Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

    *)
  2. last_claim_time : timestamp option;
    (*

    Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

    *)
  3. registration_time : timestamp option;
    (*

    Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  4. utilization_status : game_server_utilization_status option;
    (*

    Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

    • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.
    • UTILIZED - The game server is currently hosting a game session with players.
    *)
  5. claim_status : game_server_claim_status option;
    (*

    Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

    *)
  6. game_server_data : game_server_data option;
    (*

    A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

    *)
  7. connection_info : game_server_connection_info option;
    (*

    The port and IP address that must be used to establish a client connection to the game server.

    *)
  8. instance_id : game_server_instance_id option;
    (*

    The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

    *)
  9. game_server_id : game_server_id option;
    (*

    A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.

    *)
  10. game_server_group_arn : game_server_group_arn option;
    (*

    The ARN identifier for the game server group where the game server is located.

    *)
  11. game_server_group_name : game_server_group_name option;
    (*

    A unique identifier for the game server group where the game server is running.

    *)
}

Properties describing a game server that is running on an instance in a game server group.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

type nonrec update_game_server_output = {
  1. game_server : game_server option;
    (*

    Object that describes the newly updated game server.

    *)
}
type nonrec game_server_group_name_or_arn = string
type nonrec game_server_health_check =
  1. | HEALTHY
type nonrec update_game_server_input = {
  1. health_check : game_server_health_check option;
    (*

    Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.

    *)
  2. utilization_status : game_server_utilization_status option;
    (*

    Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.

    *)
  3. game_server_data : game_server_data option;
    (*

    A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

    *)
  4. game_server_id : game_server_id;
    (*

    A custom string that uniquely identifies the game server to update.

    *)
  5. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group where the game server is running.

    *)
}
type nonrec iam_role_arn = string
type nonrec game_server_group_instance_type =
  1. | M6g_16xlarge
  2. | M6g_12xlarge
  3. | M6g_8xlarge
  4. | M6g_4xlarge
  5. | M6g_2xlarge
  6. | M6g_xlarge
  7. | M6g_large
  8. | M6g_medium
  9. | M5a_24xlarge
  10. | M5a_16xlarge
  11. | M5a_12xlarge
  12. | M5a_8xlarge
  13. | M5a_4xlarge
  14. | M5a_2xlarge
  15. | M5a_xlarge
  16. | M5a_large
  17. | M5_24xlarge
  18. | M5_16xlarge
  19. | M5_12xlarge
  20. | M5_8xlarge
  21. | M5_4xlarge
  22. | M5_2xlarge
  23. | M5_xlarge
  24. | M5_large
  25. | M4_10xlarge
  26. | M4_4xlarge
  27. | M4_2xlarge
  28. | M4_xlarge
  29. | M4_large
  30. | R6g_16xlarge
  31. | R6g_12xlarge
  32. | R6g_8xlarge
  33. | R6g_4xlarge
  34. | R6g_2xlarge
  35. | R6g_xlarge
  36. | R6g_large
  37. | R6g_medium
  38. | R5a_24xlarge
  39. | R5a_16xlarge
  40. | R5a_12xlarge
  41. | R5a_8xlarge
  42. | R5a_4xlarge
  43. | R5a_2xlarge
  44. | R5a_xlarge
  45. | R5a_large
  46. | R5_24xlarge
  47. | R5_16xlarge
  48. | R5_12xlarge
  49. | R5_8xlarge
  50. | R5_4xlarge
  51. | R5_2xlarge
  52. | R5_xlarge
  53. | R5_large
  54. | R4_16xlarge
  55. | R4_8xlarge
  56. | R4_4xlarge
  57. | R4_2xlarge
  58. | R4_xlarge
  59. | R4_large
  60. | C6g_16xlarge
  61. | C6g_12xlarge
  62. | C6g_8xlarge
  63. | C6g_4xlarge
  64. | C6g_2xlarge
  65. | C6g_xlarge
  66. | C6g_large
  67. | C6g_medium
  68. | C5a_24xlarge
  69. | C5a_16xlarge
  70. | C5a_12xlarge
  71. | C5a_8xlarge
  72. | C5a_4xlarge
  73. | C5a_2xlarge
  74. | C5a_xlarge
  75. | C5a_large
  76. | C5_24xlarge
  77. | C5_18xlarge
  78. | C5_12xlarge
  79. | C5_9xlarge
  80. | C5_4xlarge
  81. | C5_2xlarge
  82. | C5_xlarge
  83. | C5_large
  84. | C4_8xlarge
  85. | C4_4xlarge
  86. | C4_2xlarge
  87. | C4_xlarge
  88. | C4_large
type nonrec instance_definition = {
  1. weighted_capacity : weighted_capacity option;
    (*

    Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by Amazon GameLift Servers FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".

    *)
  2. instance_type : game_server_group_instance_type;
    (*

    An Amazon EC2 instance type designation.

    *)
}

An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. Amazon GameLift Servers FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

type nonrec instance_definitions = instance_definition list
type nonrec balancing_strategy =
  1. | ON_DEMAND_ONLY
  2. | SPOT_PREFERRED
  3. | SPOT_ONLY
type nonrec game_server_protection_policy =
  1. | FULL_PROTECTION
  2. | NO_PROTECTION
type nonrec auto_scaling_group_arn = string
type nonrec game_server_group_status =
  1. | ERROR
  2. | DELETED
  3. | DELETING
  4. | DELETE_SCHEDULED
  5. | ACTIVE
  6. | ACTIVATING
  7. | NEW
type nonrec game_server_group_action =
  1. | REPLACE_INSTANCE_TYPES
type nonrec game_server_group_actions = game_server_group_action list
type nonrec game_server_group = {
  1. last_updated_time : timestamp option;
    (*

    A timestamp that indicates when this game server group was last updated.

    *)
  2. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  3. suspended_actions : game_server_group_actions option;
    (*

    A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

    *)
  4. status_reason : non_zero_and_max_string option;
    (*

    Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

    *)
  5. status : game_server_group_status option;
    (*

    The current status of the game server group. Possible statuses include:

    • NEW - Amazon GameLift Servers FleetIQ has validated the CreateGameServerGroup() request.
    • ACTIVATING - Amazon GameLift Servers FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.
    • ACTIVE - The game server group has been successfully created.
    • DELETE_SCHEDULED - A request to delete the game server group has been received.
    • DELETING - Amazon GameLift Servers FleetIQ has received a valid DeleteGameServerGroup() request and is processing it. Amazon GameLift Servers FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.
    • DELETED - The game server group has been successfully deleted.
    • ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
    *)
  6. auto_scaling_group_arn : auto_scaling_group_arn option;
    (*

    A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.

    *)
  7. game_server_protection_policy : game_server_protection_policy option;
    (*

    A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.

    *)
  8. balancing_strategy : balancing_strategy option;
    (*

    Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

    • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
    • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
    • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
    *)
  9. instance_definitions : instance_definitions option;
    (*

    The set of Amazon EC2 instance types that Amazon GameLift Servers FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

    *)
  10. role_arn : iam_role_arn option;
    (*

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.

    *)
  11. game_server_group_arn : game_server_group_arn option;
    (*

    A generated unique ID for the game server group.

    *)
  12. game_server_group_name : game_server_group_name option;
    (*

    A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.

    *)
}

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

type nonrec update_game_server_group_output = {
  1. game_server_group : game_server_group option;
    (*

    An object that describes the game server group resource with updated properties.

    *)
}
type nonrec update_game_server_group_input = {
  1. balancing_strategy : balancing_strategy option;
    (*

    Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

    • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
    • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
    • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
    *)
  2. game_server_protection_policy : game_server_protection_policy option;
    (*

    A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

    *)
  3. instance_definitions : instance_definitions option;
    (*

    An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

    *)
  4. role_arn : iam_role_arn option;
    (*

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.

    *)
  5. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group. Use either the name or ARN value.

    *)
}
type nonrec update_fleet_port_settings_output = {
  1. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  2. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that was updated.

    *)
}
type nonrec ip_range = string
type nonrec ip_protocol =
  1. | UDP
  2. | TCP
type nonrec ip_permission = {
  1. protocol : ip_protocol;
    (*

    The network communication protocol used by the fleet.

    *)
  2. ip_range : ip_range;
    (*

    A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

    *)
  3. to_port : port_number;
    (*

    An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.

    For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

    For fleets using Windows builds, only ports 1026-60000 are valid.

    *)
  4. from_port : port_number;
    (*

    A starting value for a range of allowed port numbers.

    For fleets using Linux builds, only ports 22 and 1026-60000 are valid.

    For fleets using Windows builds, only ports 1026-60000 are valid.

    *)
}

A range of IP addresses and port settings that allow inbound traffic to connect to processes on an instance in a fleet. Processes are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges.

For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically opens two port ranges, one for TCP messaging and one for UDP.

type nonrec ip_permissions_list = ip_permission list
type nonrec update_fleet_port_settings_input = {
  1. inbound_permission_revocations : ip_permissions_list option;
    (*

    A collection of port settings to be removed from the fleet resource.

    *)
  2. inbound_permission_authorizations : ip_permissions_list option;
    (*

    A collection of port settings to be added to the fleet resource.

    *)
  3. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec scale_in_after_inactivity_minutes = int
type nonrec managed_capacity_configuration = {
  1. scale_in_after_inactivity_minutes : scale_in_after_inactivity_minutes option;
    (*

    Length of time, in minutes, that Amazon GameLift Servers will wait before scaling in your MinSize and DesiredInstances to 0 after a period with no game session activity. Default: 30 minutes.

    *)
  2. zero_capacity_strategy : zero_capacity_strategy option;
    (*

    The strategy Amazon GameLift Servers will use to automatically scale your capacity to and from zero instances in response to game session activity. Game session activity refers to any active running sessions or game session requests.

    Possible ZeroCapacityStrategy types include:

    • MANUAL -- (default value) Amazon GameLift Servers will not update capacity to and from zero on your behalf.
    • SCALE_TO_AND_FROM_ZERO -- Amazon GameLift Servers will automatically scale out MinSize and DesiredInstances from 0 to 1 in response to a game session request, and will scale in MinSize and DesiredInstances to 0 after a period with no game session activity. The duration of this scale in period can be configured using ScaleInAfterInactivityMinutes.
    *)
}

Use ManagedCapacityConfiguration with the "SCALE_TO_AND_FROM_ZERO" ZeroCapacityStrategy to enable Amazon GameLift Servers to fully manage the MinSize value, switching between 0 and 1 based on game session activity. This is ideal for eliminating compute costs during periods of no game activity. It is particularly beneficial during development when you're away from your desk, iterating on builds for extended periods, in production environments serving low-traffic locations, or for games with long, predictable downtime windows. By automatically managing capacity between 0 and 1 instances, you avoid paying for idle instances while maintaining the ability to serve game sessions when demand arrives. Note that while scale-out is triggered immediately upon receiving a game session request, actual game session availability depends on your server process startup time, so this approach works best with multi-location Fleets where cold-start latency is tolerable. With a "MANUAL" ZeroCapacityStrategy Amazon GameLift Servers will not modify Fleet MinSize values automatically and will not scale out from zero instances in response to game sessions.

type nonrec update_fleet_capacity_output = {
  1. managed_capacity_configuration : managed_capacity_configuration option;
    (*

    Configuration for Amazon GameLift Servers-managed capacity scaling options.

    *)
  2. location : location_string_model option;
    (*

    The remote location being updated, expressed as an Amazon Web Services Region code, such as us-west-2.

    *)
  3. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  4. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that was updated.

    *)
}
type nonrec update_fleet_capacity_input = {
  1. managed_capacity_configuration : managed_capacity_configuration option;
    (*

    Configuration for Amazon GameLift Servers-managed capacity scaling options.

    *)
  2. location : location_string_model option;
    (*

    The name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region code such as us-west-2.

    *)
  3. max_size : whole_number option;
    (*

    The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.

    *)
  4. min_size : whole_number option;
    (*

    The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0. This parameter cannot be set when using a ManagedCapacityConfiguration where ZeroCapacityStrategy has a value of SCALE_TO_AND_FROM_ZERO.

    *)
  5. desired_instances : whole_number option;
    (*

    The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet's capacity settings.

    *)
  6. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec update_fleet_attributes_output = {
  1. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  2. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that was updated.

    *)
}
type nonrec resource_creation_limit_policy = {
  1. policy_period_in_minutes : whole_number option;
    (*

    The time span used in evaluating the resource creation limit policy.

    *)
  2. new_game_sessions_per_creator : whole_number option;
    (*

    A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

    The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

    *)
}

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

The purpose of this policy is to prevent a single player from consuming a large share of available hosting resources. For example, setting NewGameSessionsPerCreator to 4 and PolicyPeriodInMinutes to 10 limits each player to creating 4 game sessions every 10 minutes. Setting these values too high (for example, 200 game sessions every 1000 minutes) still allows a single player to rapidly consume resources. We recommend keeping these values small.

type nonrec metric_group = string
type nonrec metric_group_list = metric_group list
type nonrec non_negative_limited_length_double = string
type nonrec anywhere_configuration = {
  1. cost : non_negative_limited_length_double;
    (*

    The cost to run your fleet per hour. Amazon GameLift Servers uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues in the Amazon GameLift Servers Developer Guide.

    *)
}

Amazon GameLift Servers configuration options for your Anywhere fleets.

type nonrec update_fleet_attributes_input = {
  1. anywhere_configuration : anywhere_configuration option;
    (*

    Amazon GameLift Servers Anywhere configuration options.

    *)
  2. metric_groups : metric_group_list option;
    (*

    The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.

    *)
  3. resource_creation_limit_policy : resource_creation_limit_policy option;
    (*

    Policy settings that limit the number of game sessions an individual player can create over a span of time.

    *)
  4. new_game_session_protection_policy : protection_policy option;
    (*

    The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .

    • NoProtection -- The game session can be terminated during a scale-down event.
    • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
    *)
  5. description : non_zero_and_max_string option;
    (*

    A human-readable description of a fleet.

    *)
  6. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

    *)
  7. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec container_group_definition_arn = string
type nonrec container_operating_system =
  1. | AMAZON_LINUX_2023
type nonrec container_group_definition_name = string
type nonrec container_group_type =
  1. | PER_INSTANCE
  2. | GAME_SERVER
type nonrec container_total_memory_limit = int
type nonrec container_total_vcpu_limit = float
type nonrec non_zero_and128_max_ascii_string = string
type nonrec container_dependency_condition =
  1. | HEALTHY
  2. | SUCCESS
  3. | COMPLETE
  4. | START
type nonrec container_dependency = {
  1. condition : container_dependency_condition;
    (*

    The condition that the dependency container must reach before the dependent container can start. Valid conditions include:

    • START - The dependency container must have started.
    • COMPLETE - The dependency container has run to completion (exits). Use this condition with nonessential containers, such as those that run a script and then exit. The dependency container can't be an essential container.
    • SUCCESS - The dependency container has run to completion and exited with a zero status. The dependency container can't be an essential container.
    • HEALTHY - The dependency container has passed its Docker health check. Use this condition with dependency containers that have health checks configured. This condition is confirmed at container group startup only.
    *)
  2. container_name : non_zero_and128_max_ascii_string;
    (*

    A descriptive label for the container definition that this container depends on.

    *)
}

A container's dependency on another container in the same container group. The dependency impacts how the dependent container is able to start or shut down based the status of the other container.

For example, ContainerA is configured with the following dependency: a START dependency on ContainerB. This means that ContainerA can't start until ContainerB has started. It also means that ContainerA must shut down before ContainerB.

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

type nonrec container_dependency_list = container_dependency list
type nonrec instance_path_string = string
type nonrec container_path_string = string
type nonrec container_mount_point_access_level =
  1. | READ_AND_WRITE
  2. | READ_ONLY
type nonrec container_mount_point = {
  1. access_level : container_mount_point_access_level option;
    (*

    The type of access for the container.

    *)
  2. container_path : container_path_string option;
    (*

    The mount path on the container. If this property isn't set, the instance path is used.

    *)
  3. instance_path : instance_path_string;
    (*

    The path to the source file or directory.

    *)
}
type nonrec container_mount_point_list = container_mount_point list
type nonrec non_zero_and255_max_string = string
type nonrec container_environment = {
  1. value : non_zero_and255_max_string;
    (*

    The environment variable value.

    *)
  2. name : non_zero_and255_max_string;
    (*

    The environment variable name.

    *)
}

An environment variable to set inside a container, in the form of a key-value pair.

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

type nonrec container_environment_list = container_environment list
type nonrec image_uri_string = string
type nonrec container_port_range = {
  1. protocol : ip_protocol;
    (*

    The network protocol that these ports support.

    *)
  2. to_port : port_number;
    (*

    An ending value for the range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.

    *)
  3. from_port : port_number;
    (*

    A starting value for the range of allowed port numbers.

    *)
}

A set of one or more port numbers that can be opened on the container, and the supported network protocol.

Part of: ContainerPortConfiguration

type nonrec container_port_range_list = container_port_range list
type nonrec container_port_configuration = {
  1. container_port_ranges : container_port_range_list;
    (*

    A set of one or more container port number ranges. The ranges can't overlap if the ranges' network protocols are the same. Overlapping ranges with different protocols is allowed but not recommended.

    *)
}

A set of port ranges that can be opened on the container. A process that's running in the container can bind to a port number, making it accessible to inbound traffic when it's mapped to a container fleet's connection port.

Each container port range specifies a network protocol. When the configuration supports more than one protocol, we recommend that you use a different range for each protocol. If your ranges have overlapping port numbers, Amazon GameLift Servers maps a duplicated container port number to different connection ports. For example, if you include 1935 in port ranges for both TCP and UDP, it might result in the following mappings:

  • container port 1935 (tcp) => connection port 2001
  • container port 1935 (udp) => connection port 2002

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

type nonrec sha256 = string
type nonrec server_sdk_version = string
type nonrec linux_capability =
  1. | WAKE_ALARM
  2. | SYSLOG
  3. | SYS_TTY_CONFIG
  4. | SYS_TIME
  5. | SYS_RESOURCE
  6. | SYS_RAWIO
  7. | SYS_PTRACE
  8. | SYS_PACCT
  9. | SYS_NICE
  10. | SYS_MODULE
  11. | SYS_CHROOT
  12. | SYS_BOOT
  13. | SYS_ADMIN
  14. | SETUID
  15. | SETPCAP
  16. | SETGID
  17. | SETFCAP
  18. | NET_RAW
  19. | NET_BROADCAST
  20. | NET_BIND_SERVICE
  21. | NET_ADMIN
  22. | MKNOD
  23. | MAC_OVERRIDE
  24. | MAC_ADMIN
  25. | LINUX_IMMUTABLE
  26. | LEASE
  27. | KILL
  28. | IPC_OWNER
  29. | IPC_LOCK
  30. | FSETID
  31. | FOWNER
  32. | DAC_OVERRIDE
  33. | CHOWN
  34. | BLOCK_SUSPEND
  35. | AUDIT_WRITE
  36. | AUDIT_CONTROL
type nonrec linux_capability_list = linux_capability list
type nonrec linux_capabilities = {
  1. include_ : linux_capability_list option;
    (*

    The list of Linux capabilities to add to the container's default configuration. Specify each capability as a string from the set of supported capability names (for example, NET_BIND_SERVICE or SYS_PTRACE).

    *)
}

A set of Linux capabilities that are added to a container's default Docker configuration for a container defined in the ContainerGroupDefinition. For more detailed information about these Linux capabilities, see the capabilities(7) Linux manual page.

Modifying capabilities on an existing container: To remove a capability, update the Include list with only the needed capabilities. To revert back to default capabilities, omit LinuxCapabilities within the ContainerDefinition.

Part of: GameServerContainerDefinition, GameServerContainerDefinitionInput, SupportContainerDefinition, SupportContainerDefinitionInput

Returned by: CreateContainerGroupDefinition, DescribeContainerGroupDefinition, ListContainerGroupDefinitions, ListContainerGroupDefinitionVersions, UpdateContainerGroupDefinition

type nonrec game_server_container_definition = {
  1. linux_capabilities : linux_capabilities option;
    (*

    Linux-specific modifications that are applied to the default Docker container configuration, such as Linux capabilities. For more information see LinuxCapabilities.

    *)
  2. server_sdk_version : server_sdk_version option;
    (*

    The Amazon GameLift Servers server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.

    *)
  3. resolved_image_digest : sha256 option;
    (*

    A unique and immutable identifier for the container image. The digest is a SHA 256 hash of the container image manifest.

    *)
  4. port_configuration : container_port_configuration option;
    (*

    The set of ports that are available to bind to processes in the container. For example, a game server process requires a container port to allow game clients to connect to it. Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange.

    *)
  5. image_uri : image_uri_string option;
    (*

    The URI to the image that Amazon GameLift Servers uses when deploying this container to a container fleet. For a more specific identifier, see ResolvedImageDigest.

    *)
  6. environment_override : container_environment_list option;
    (*

    A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

    *)
  7. mount_points : container_mount_point_list option;
    (*

    A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.

    *)
  8. depends_on : container_dependency_list option;
    (*

    Indicates that the container relies on the status of other containers in the same container group during startup and shutdown sequences. A container might have dependencies on multiple containers.

    *)
  9. container_name : non_zero_and128_max_ascii_string option;
    (*

    The container definition identifier. Container names are unique within a container group definition.

    *)
}

Describes the game server container in an existing game server container group. A game server container identifies a container image with your game server build. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

You can update a container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: CreateContainerGroupDefinition, DescribeContainerGroupDefinition, ListContainerGroupDefinitions, ListContainerGroupDefinitionVersions, UpdateContainerGroupDefinition

type nonrec container_command_string_list = non_zero_and255_max_string list
type nonrec container_health_check_interval = int
type nonrec container_health_check_retries = int
type nonrec container_health_check_start_period = int
type nonrec container_health_check_timeout = int
type nonrec container_health_check = {
  1. timeout : container_health_check_timeout option;
    (*

    The time period (in seconds) to wait for a health check to succeed before counting a failed health check.

    *)
  2. start_period : container_health_check_start_period option;
    (*

    The optional grace period (in seconds) to give a container time to bootstrap before the first failed health check counts toward the number of retries.

    *)
  3. retries : container_health_check_retries option;
    (*

    The number of times to retry a failed health check before flagging the container unhealthy. The first run of the command does not count as a retry.

    *)
  4. interval : container_health_check_interval option;
    (*

    The time period (in seconds) between each health check.

    *)
  5. command : container_command_string_list;
    (*

    A string array that specifies the command that the container runs to determine if it's healthy.

    *)
}

Instructions on when and how to check the health of a support container in a container fleet. These properties override any Docker health checks that are set in the container image. For more information on container health checks, see HealthCheck command in the Amazon Elastic Container Service API. Game server containers don't have a health check parameter; Amazon GameLift Servers automatically handles health checks for these containers.

The following example instructs the container to initiate a health check command every 60 seconds and wait 10 seconds for it to succeed. If it fails, retry the command 3 times before flagging the container as unhealthy. It also tells the container to wait 100 seconds after launch before counting failed health checks.

{"Command": [ "CMD-SHELL", "ps cax | grep "processmanager" || exit 1" ], "Interval": 60, "Timeout": 10, "Retries": 3, "StartPeriod": 100 }

Part of: SupportContainerDefinition, SupportContainerDefinitionInput

type nonrec container_memory_limit = int
type nonrec container_vcpu = float
type nonrec support_container_definition = {
  1. linux_capabilities : linux_capabilities option;
    (*

    Linux-specific modifications that are applied to the default Docker container configuration, such as Linux capabilities. For more information see LinuxCapabilities.

    *)
  2. vcpu : container_vcpu option;
    (*

    The number of vCPU units that are reserved for the container. If no resources are reserved, the container shares the total vCPU limit for the container group.

    Related data type: ContainerGroupDefinition TotalVcpuLimit

    *)
  3. resolved_image_digest : sha256 option;
    (*

    A unique and immutable identifier for the container image. The digest is a SHA 256 hash of the container image manifest.

    *)
  4. port_configuration : container_port_configuration option;
    (*

    A set of ports that allow access to the container from external users. Processes running in the container can bind to a one of these ports. Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange.

    *)
  5. memory_hard_limit_mebibytes : container_memory_limit option;
    (*

    The amount of memory that Amazon GameLift Servers makes available to the container. If memory limits aren't set for an individual container, the container shares the container group's total memory allocation.

    Related data type: ContainerGroupDefinition TotalMemoryLimitMebibytes

    *)
  6. image_uri : image_uri_string option;
    (*

    The URI to the image that Amazon GameLift Servers deploys to a container fleet. For a more specific identifier, see ResolvedImageDigest.

    *)
  7. health_check : container_health_check option;
    (*

    A configuration for a non-terminal health check. A support container automatically restarts if it stops functioning or if it fails this health check.

    *)
  8. essential : boolean_model option;
    (*

    Indicates whether the container is vital to the container group. If an essential container fails, the entire container group restarts.

    *)
  9. environment_override : container_environment_list option;
    (*

    A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

    *)
  10. mount_points : container_mount_point_list option;
    (*

    A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.

    *)
  11. depends_on : container_dependency_list option;
    (*

    Indicates that the container relies on the status of other containers in the same container group during its startup and shutdown sequences. A container might have dependencies on multiple containers.

    *)
  12. container_name : non_zero_and128_max_ascii_string option;
    (*

    The container definition identifier. Container names are unique within a container group definition.

    *)
}

Describes a support container in a container group. A support container might be in a game server container group or a per-instance container group. Support containers don't run game server processes.

You can update a support container definition and deploy the updates to an existing fleet. When creating or updating a game server container group definition, use the property GameServerContainerDefinitionInput.

Part of: ContainerGroupDefinition

Returned by: CreateContainerGroupDefinition, DescribeContainerGroupDefinition, ListContainerGroupDefinitions, ListContainerGroupDefinitionVersions, UpdateContainerGroupDefinition

type nonrec support_container_definition_list = support_container_definition list
type nonrec container_group_definition_status =
  1. | FAILED
  2. | COPYING
  3. | READY
type nonrec container_group_definition = {
  1. status_reason : non_zero_and_max_string option;
    (*

    Additional information about a container group definition that's in FAILED status. Possible reasons include:

    • An internal issue prevented Amazon GameLift Servers from creating the container group definition resource. Delete the failed resource and call CreateContainerGroupDefinitionagain.
    • An access-denied message means that you don't have permissions to access the container image on ECR. See IAM permission examples for help setting up required IAM permissions for Amazon GameLift Servers.
    • The ImageUri value for at least one of the containers in the container group definition was invalid or not found in the current Amazon Web Services account.
    • At least one of the container images referenced in the container group definition exceeds the allowed size. For size limits, see Amazon GameLift Servers endpoints and quotas.
    • At least one of the container images referenced in the container group definition uses a different operating system than the one defined for the container group.
    *)
  2. status : container_group_definition_status option;
    (*

    Current status of the container group definition resource. Values include:

    • COPYING -- Amazon GameLift Servers is in the process of making copies of all container images that are defined in the group. While in this state, the resource can't be used to create a container fleet.
    • READY -- Amazon GameLift Servers has copied the registry images for all containers that are defined in the group. You can use a container group definition in this status to create a container fleet.
    • FAILED -- Amazon GameLift Servers failed to create a valid container group definition resource. For more details on the cause of the failure, see StatusReason. A container group definition resource in failed status will be deleted within a few minutes.
    *)
  3. version_description : non_zero_and_max_string option;
    (*

    An optional description that was provided for a container group definition update. Each version can have a unique description.

    *)
  4. version_number : positive_integer option;
    (*

    Indicates the version of a particular container group definition. This number is incremented automatically when you update a container group definition. You can view, update, or delete individual versions or the entire container group definition.

    *)
  5. support_container_definitions : support_container_definition_list option;
    (*

    The set of definitions for support containers in this group. A container group definition might have zero support container definitions. Support container can be used in any type of container group.

    *)
  6. game_server_container_definition : game_server_container_definition option;
    (*

    The definition for the game server container in this group. This property is used only when the container group type is GAME_SERVER. This container definition specifies a container image with the game server build.

    *)
  7. total_vcpu_limit : container_total_vcpu_limit option;
    (*

    The amount of vCPU units on a fleet instance to allocate for the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share these resources. You can set a limit for each container definition in the group. If individual containers have limits, this total value must be equal to or greater than the sum of the limits for each container in the group.

    *)
  8. total_memory_limit_mebibytes : container_total_memory_limit option;
    (*

    The amount of memory (in MiB) on a fleet instance to allocate for the container group. All containers in the group share these resources.

    You can set a limit for each container definition in the group. If individual containers have limits, this total value must be greater than any individual container's memory limit.

    *)
  9. container_group_type : container_group_type option;
    (*

    The type of container group. Container group type determines how Amazon GameLift Servers deploys the container group on each fleet instance.

    *)
  10. name : container_group_definition_name;
    (*

    A descriptive identifier for the container group definition. The name value is unique in an Amazon Web Services Region.

    *)
  11. operating_system : container_operating_system option;
    (*

    The platform that all containers in the container group definition run on.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  12. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  13. container_group_definition_arn : container_group_definition_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift Servers ContainerGroupDefinition resource. It uniquely identifies the resource across all Amazon Web Services Regions. Format is arn:aws:gamelift:[region]::containergroupdefinition/[container group definition name]:[version].

    *)
}

The properties that describe a container group resource. You can update all properties of a container group definition properties. Updates to a container group definition are saved as new versions.

Used with: CreateContainerGroupDefinition

Returned by: DescribeContainerGroupDefinition, ListContainerGroupDefinitions, UpdateContainerGroupDefinition

type nonrec update_container_group_definition_output = {
  1. container_group_definition : container_group_definition option;
    (*

    The properties of the updated container group definition version.

    *)
}
type nonrec container_group_definition_name_or_arn = string
type nonrec game_server_container_definition_input = {
  1. linux_capabilities : linux_capabilities option;
    (*

    Linux-specific modifications that are applied to the default Docker container configuration, such as Linux capabilities. For more information see LinuxCapabilities.

    *)
  2. server_sdk_version : server_sdk_version;
    (*

    The Amazon GameLift Servers server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.

    *)
  3. port_configuration : container_port_configuration;
    (*

    A set of ports that Amazon GameLift Servers can assign to processes in a container. The container port configuration must have enough ports for each container process that accepts inbound traffic connections. For example, a game server process requires a container port to allow game clients to connect to it. A container port configuration can have can have one or more container port ranges. Each range specifies starting and ending values as well as the supported network protocol.

    Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps each container port to an externally accessible connection port (see the container fleet property ConnectionPortRange).

    *)
  4. image_uri : image_uri_string;
    (*

    The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift Servers endpoints and quotas. You can use any of the following image URI formats:

    • Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]
    • Image ID and digest: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]@[digest]
    • Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]:[tag]
    *)
  5. environment_override : container_environment_list option;
    (*

    A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

    *)
  6. mount_points : container_mount_point_list option;
    (*

    A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.

    *)
  7. depends_on : container_dependency_list option;
    (*

    Establishes dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.

    You can use dependencies to establish a startup/shutdown sequence across the container group. For example, you might specify that ContainerB has a START dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.

    *)
  8. container_name : non_zero_and128_max_ascii_string;
    (*

    A string that uniquely identifies the container definition within a container group.

    *)
}

Describes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

type nonrec support_container_definition_input = {
  1. linux_capabilities : linux_capabilities option;
    (*

    Linux-specific modifications that are applied to the default Docker container configuration, such as Linux capabilities. For more information see LinuxCapabilities.

    *)
  2. vcpu : container_vcpu option;
    (*

    The number of vCPU units to reserve for this container. The container can use more resources when needed, if available. If you don't reserve CPU units for this container, it shares the container group's total vCPU limit.

    Related data type: ContainerGroupDefinition TotalCpuLimit

    *)
  3. port_configuration : container_port_configuration option;
    (*

    A set of ports that Amazon GameLift Servers can assign to processes in a container. The container port configuration must have enough ports for each container process that accepts inbound traffic connections. A container port configuration can have can have one or more container port ranges. Each range specifies starting and ending values as well as the supported network protocol.

    Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps each container port to an externally accessible connection port (see the container fleet property ConnectionPortRange).

    *)
  4. memory_hard_limit_mebibytes : container_memory_limit option;
    (*

    A specified amount of memory (in MiB) to reserve for this container. If you don't specify a container-specific memory limit, the container shares the container group's total memory allocation.

    Related data type: ContainerGroupDefinitionTotalMemoryLimitMebibytes

    *)
  5. image_uri : image_uri_string;
    (*

    The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift Servers endpoints and quotas. You can use any of the following image URI formats:

    • Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]
    • Image ID and digest: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]@[digest]
    • Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]:[tag]
    *)
  6. health_check : container_health_check option;
    (*

    Configuration for a non-terminal health check. A container automatically restarts if it stops functioning. With a health check, you can define additional reasons to flag a container as unhealthy and restart it. If an essential container fails a health check, the entire container group restarts.

    *)
  7. essential : boolean_model option;
    (*

    Flags the container as vital for the container group to function properly. If an essential container fails, the entire container group restarts. At least one support container in a per-instance container group must be essential. When flagging a container as essential, also configure a health check so that the container can signal that it's healthy.

    *)
  8. environment_override : container_environment_list option;
    (*

    A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

    *)
  9. mount_points : container_mount_point_list option;
    (*

    A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.

    *)
  10. depends_on : container_dependency_list option;
    (*

    Establishes dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.

    .

    You can use dependencies to establish a startup/shutdown sequence across the container group. For example, you might specify that ContainerB has a START dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.

    *)
  11. container_name : non_zero_and128_max_ascii_string;
    (*

    A string that uniquely identifies the container definition within a container group.

    *)
}

Describes a support container in a container group. You can define a support container in either a game server container group or a per-instance container group. Support containers don't run game server processes.

This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a container group definition. For properties of a deployed support container, see SupportContainerDefinition.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

type nonrec support_container_definition_input_list = support_container_definition_input list
type nonrec update_container_group_definition_input = {
  1. operating_system : container_operating_system option;
    (*

    The platform that all containers in the group use. Containers in a group must run on the same operating system.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  2. source_version_number : positive_integer option;
    (*

    The container group definition version to update. The new version starts with values from the source version, and then updates values included in this request.

    *)
  3. version_description : non_zero_and_max_string option;
    (*

    A description for this update to the container group definition.

    *)
  4. total_vcpu_limit : container_total_vcpu_limit option;
    (*

    The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group.

    *)
  5. total_memory_limit_mebibytes : container_total_memory_limit option;
    (*

    The maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for an individual container, the total value must be greater than any individual container's memory limit.

    *)
  6. support_container_definitions : support_container_definition_input_list option;
    (*

    One or more definitions for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.

    *)
  7. game_server_container_definition : game_server_container_definition_input option;
    (*

    An updated definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER. You can pass in your container definitions as a JSON file.

    *)
  8. name : container_group_definition_name_or_arn;
    (*

    A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.

    *)
}
type nonrec connection_port_range = {
  1. to_port : port_number;
    (*

    Ending value for the port. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.

    *)
  2. from_port : port_number;
    (*

    Starting value for the port range.

    *)
}

The set of port numbers to open on each instance in a container fleet. Connection ports are used by inbound traffic to connect with processes that are running in containers on the fleet.

The port range must not overlap with the Amazon GameLift Servers reserved port range 4092-4191. This range is reserved for internal Amazon GameLift Servers services.

type nonrec game_server_container_groups_per_instance = int
type nonrec maximum_game_server_container_groups_per_instance = int
type nonrec container_fleet_billing_type =
  1. | SPOT
  2. | ON_DEMAND
type nonrec game_session_creation_limit_policy = {
  1. policy_period_in_minutes : whole_number option;
    (*

    The time span used in evaluating the resource creation limit policy.

    *)
  2. new_game_sessions_per_creator : whole_number option;
    (*

    A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

    The policy evaluates when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

    *)
}

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

type nonrec container_fleet_status =
  1. | DELETING
  2. | UPDATING
  3. | ACTIVE
  4. | ACTIVATING
  5. | CREATED
  6. | CREATING
  7. | PENDING
type nonrec deployment_id = string
type nonrec deployment_details = {
  1. latest_deployment_id : deployment_id option;
    (*

    A unique identifier for a fleet deployment.

    *)
}

Information about the most recent deployment for the container fleet.

type nonrec log_destination =
  1. | S3
  2. | CLOUDWATCH
  3. | NONE
type nonrec log_group_arn_string_model = string
type nonrec log_configuration = {
  1. log_group_arn : log_group_arn_string_model option;
    (*

    If log destination is CLOUDWATCH, logs are sent to the specified log group in Amazon CloudWatch.

    *)
  2. s3_bucket_name : non_empty_string option;
    (*

    If log destination is S3, logs are sent to the specified Amazon S3 bucket name.

    *)
  3. log_destination : log_destination option;
    (*

    The type of log collection to use for a fleet.

    • CLOUDWATCH -- (default value) Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.
    • S3 -- Store logs in an Amazon S3 bucket that you define. This bucket must reside in the fleet's home Amazon Web Services Region.
    • NONE -- Don't collect container logs.
    *)
}

A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:

type nonrec container_fleet_location_status =
  1. | DELETING
  2. | UPDATING
  3. | ACTIVE
  4. | ACTIVATING
  5. | CREATED
  6. | CREATING
  7. | PENDING
type nonrec container_fleet_location_attributes = {
  1. player_gateway_status : player_gateway_status option;
    (*

    The current status of player gateway in this location for this container fleet. Note, even if a container fleet has PlayerGatewayMode configured as ENABLED, player gateway might not be available in a specific location. For more information about locations where player gateway is supported, see Amazon GameLift Servers service locations.

    Possible values include:

    • ENABLED -- Player gateway is available for this container fleet location.
    • DISABLED -- Player gateway is not available for this container fleet location.
    *)
  2. status : container_fleet_location_status option;
    (*

    The status of fleet activity in the location.

    • PENDING -- A new container fleet has been requested.
    • CREATING -- A new container fleet resource is being created.
    • CREATED -- A new container fleet resource has been created. No fleet instances have been deployed.
    • ACTIVATING -- New container fleet instances are being deployed.
    • ACTIVE -- The container fleet has been deployed and is ready to host game sessions.
    • UPDATING -- Updates to the container fleet is being updated. A deployment is in progress.
    *)
  3. location : location_string_model option;
    (*

    A location identifier.

    *)
}

Details about a location in a multi-location container fleet.

type nonrec container_fleet_location_attributes_list = container_fleet_location_attributes list
type nonrec player_gateway_mode =
  1. | REQUIRED
  2. | ENABLED
  3. | DISABLED
type nonrec container_fleet = {
  1. player_gateway_mode : player_gateway_mode option;
    (*

    Indicates whether player gateway is enabled for this container fleet. Player gateway provides benefits such as DDoS protection with negligible impact to latency.

    If ENABLED or REQUIRED, game clients can use player gateway to connect with the game server. If DISABLED, game clients cannot use player gateway. Instead, they have to directly connect to the game server.

    *)
  2. location_attributes : container_fleet_location_attributes_list option;
    (*

    Information about the container fleet's remote locations where fleet instances are deployed.

    *)
  3. log_configuration : log_configuration option;
    (*

    The method that is used to collect container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs.

    • CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.
    • S3 -- Store logs in an Amazon S3 bucket that you define.
    • NONE -- Don't collect container logs.
    *)
  4. deployment_details : deployment_details option;
    (*

    Information about the most recent deployment for the container fleet.

    *)
  5. status : container_fleet_status option;
    (*

    The current status of the container fleet.

    • PENDING -- A new container fleet has been requested.
    • CREATING -- A new container fleet resource is being created.
    • CREATED -- A new container fleet resource has been created. No fleet instances have been deployed.
    • ACTIVATING -- New container fleet instances are being deployed.
    • ACTIVE -- The container fleet has been deployed and is ready to host game sessions.
    • UPDATING -- Updates to the container fleet is being updated. A deployment is in progress.
    *)
  6. game_session_creation_limit_policy : game_session_creation_limit_policy option;
    (*

    A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

    *)
  7. new_game_session_protection_policy : protection_policy option;
    (*

    Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.

    • NoProtection -- Game sessions can be shut down during active gameplay.
    • FullProtection -- Game sessions in ACTIVE status can't be shut down.
    *)
  8. metric_groups : metric_group_list option;
    (*

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to. Metric groups aggregate metrics for multiple fleets.

    *)
  9. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  10. description : non_zero_and_max_string option;
    (*

    A meaningful description of the container fleet.

    *)
  11. billing_type : container_fleet_billing_type option;
    (*

    Indicates whether the fleet uses On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. You can't update this fleet property.

    By default, this property is set to ON_DEMAND.

    *)
  12. instance_type : non_zero_and_max_string option;
    (*

    The Amazon EC2 instance type to use for all instances in the fleet. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity. You can't update this fleet property.

    *)
  13. maximum_game_server_container_groups_per_instance : maximum_game_server_container_groups_per_instance option;
    (*

    The calculated maximum number of game server container group that can be deployed on each fleet instance. The calculation depends on the resource needs of the container group and the CPU and memory resources of the fleet's instance type.

    *)
  14. game_server_container_groups_per_instance : game_server_container_groups_per_instance option;
    (*

    The number of times to replicate the game server container group on each fleet instance.

    *)
  15. instance_inbound_permissions : ip_permissions_list option;
    (*

    The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet.

    *)
  16. instance_connection_port_range : connection_port_range option;
  17. per_instance_container_group_definition_arn : container_group_definition_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to the fleet's per-instance container group. The ARN value also identifies the specific container group definition version in use.

    *)
  18. per_instance_container_group_definition_name : container_group_definition_name option;
    (*

    The name of the fleet's per-instance container group definition.

    *)
  19. game_server_container_group_definition_arn : container_group_definition_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to the fleet's game server container group. The ARN value also identifies the specific container group definition version in use.

    *)
  20. game_server_container_group_definition_name : container_group_definition_name option;
    (*

    The name of the fleet's game server container group definition, which describes how to deploy containers with your game server build and support software onto each fleet instance.

    *)
  21. fleet_role_arn : iam_role_arn option;
    (*

    The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. See Set up an IAM service role. This fleet property can't be changed.

    *)
  22. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    . In a GameLift fleet ARN, the resource ID matches the FleetId value.

    *)
  23. fleet_id : fleet_id option;
    (*

    A unique identifier for the container fleet to retrieve.

    *)
}

Describes an Amazon GameLift Servers managed container fleet.

type nonrec update_container_fleet_output = {
  1. container_fleet : container_fleet option;
    (*

    A collection of container fleet objects for all fleets that match the request criteria.

    *)
}
type nonrec deployment_protection_strategy =
  1. | IGNORE_PROTECTION
  2. | WITH_PROTECTION
type nonrec minimum_healthy_percentage = int
type nonrec deployment_impairment_strategy =
  1. | ROLLBACK
  2. | MAINTAIN
type nonrec deployment_configuration = {
  1. impairment_strategy : deployment_impairment_strategy option;
    (*

    Determines what actions to take if a deployment fails. If the fleet is multi-location, this strategy applies across all fleet locations. With a rollback strategy, updated fleet instances are rolled back to the last successful deployment. Alternatively, you can maintain a few impaired containers for the purpose of debugging, while all other tasks return to the last successful deployment.

    *)
  2. minimum_healthy_percentage : minimum_healthy_percentage option;
    (*

    Sets a minimum level of healthy tasks to maintain during deployment activity.

    *)
  3. protection_strategy : deployment_protection_strategy option;
    (*

    Determines how fleet deployment activity affects active game sessions on the fleet. With protection, a deployment honors game session protection, and delays actions that would interrupt a protected active game session until the game session ends. Without protection, deployment activity can shut down all running tasks, including active game sessions, regardless of game session protection.

    *)
}

Set of rules for processing a deployment for a container fleet update.

type nonrec container_fleet_remove_attribute =
  1. | PER_INSTANCE_CONTAINER_GROUP_DEFINITION
type nonrec container_fleet_remove_attribute_list = container_fleet_remove_attribute list
type nonrec update_container_fleet_input = {
  1. remove_attributes : container_fleet_remove_attribute_list option;
    (*

    If set, this update removes a fleet's per-instance container group definition. You can't remove a fleet's game server container group definition.

    *)
  2. log_configuration : log_configuration option;
    (*

    The method for collecting container logs for the fleet.

    *)
  3. game_session_creation_limit_policy : game_session_creation_limit_policy option;
    (*

    A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

    *)
  4. new_game_session_protection_policy : protection_policy option;
    (*

    The game session protection policy to apply to all new game sessions that are started in this fleet. Game sessions that already exist are not affected.

    *)
  5. metric_groups : metric_group_list option;
    (*

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to.

    *)
  6. description : non_zero_and_max_string option;
    (*

    A meaningful description of the container fleet.

    *)
  7. deployment_configuration : deployment_configuration option;
    (*

    Instructions for how to deploy updates to a container fleet, if the fleet update initiates a deployment. The deployment configuration lets you determine how to replace fleet instances and what actions to take if the deployment fails.

    *)
  8. instance_inbound_permission_revocations : ip_permissions_list option;
    (*

    A set of ports to remove from the container fleet's inbound permissions.

    *)
  9. instance_inbound_permission_authorizations : ip_permissions_list option;
    (*

    A set of ports to add to the container fleet's inbound permissions.

    The port range must not overlap with the Amazon GameLift Servers reserved port range 4092-4191. This range is reserved for internal Amazon GameLift Servers services.

    *)
  10. instance_connection_port_range : connection_port_range option;
    (*

    A revised set of port numbers to open on each fleet instance. By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. If you previously set this parameter manually, you can't reset this to use the calculated settings.

    The port range must not overlap with the Amazon GameLift Servers reserved port range 4092-4191. This range is reserved for internal Amazon GameLift Servers services.

    *)
  11. game_server_container_groups_per_instance : game_server_container_groups_per_instance option;
    (*

    The number of times to replicate the game server container group on each fleet instance. By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. You can remove this property value to use the calculated value, or set it manually. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.

    *)
  12. per_instance_container_group_definition_name : container_group_definition_name_or_arn option;
    (*

    The name or ARN value of a new per-instance container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value.

    Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.

    To remove a fleet's per-instance container group definition, leave this parameter empty and use the parameter RemoveAttributes.

    *)
  13. game_server_container_group_definition_name : container_group_definition_name_or_arn option;
    (*

    The name or ARN value of a new game server container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value. You can't remove a fleet's game server container group definition, you can only update or replace it with another definition.

    Update a container group definition by calling UpdateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource with an incremented version.

    *)
  14. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the container fleet to update. You can use either the fleet ID or ARN value.

    *)
}
type nonrec build_id = string
type nonrec build_arn = string
type nonrec free_text = string
type nonrec build_status =
  1. | FAILED
  2. | READY
  3. | INITIALIZED
type nonrec operating_system =
  1. | WINDOWS_2022
  2. | AMAZON_LINUX_2023
  3. | WINDOWS_2016
  4. | AMAZON_LINUX_2
  5. | AMAZON_LINUX
  6. | WINDOWS_2012
type nonrec build = {
  1. server_sdk_version : server_sdk_version option;
    (*

    The Amazon GameLift Servers Server SDK version used to develop your game server.

    *)
  2. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  3. operating_system : operating_system option;
    (*

    Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  4. size_on_disk : whole_number_long option;
    (*

    File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.

    *)
  5. status : build_status option;
    (*

    Current status of the build.

    Possible build statuses include the following:

    • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
    • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
    • FAILED -- The game build upload failed. You cannot create new fleets for this build.
    *)
  6. version : free_text option;
    (*

    Version information that is associated with a build or script. Version strings do not need to be unique.

    *)
  7. name : free_text option;
    (*

    A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

    *)
  8. build_arn : build_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers build resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    . In a GameLift build ARN, the resource ID matches the BuildId value.

    *)
  9. build_id : build_id option;
    (*

    A unique identifier for the build.

    *)
}

Properties describing a custom game build.

All APIs by task

type nonrec update_build_output = {
  1. build : build option;
    (*

    The updated build resource.

    *)
}
type nonrec build_id_or_arn = string
type nonrec update_build_input = {
  1. version : non_zero_and_max_string option;
    (*

    Version information that is associated with a build or script. Version strings do not need to be unique.

    *)
  2. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a build. Build names do not need to be unique.

    *)
  3. build_id : build_id_or_arn;
    (*

    A unique identifier for the build to update. You can use either the build ID or ARN value.

    *)
}
type nonrec alias_id = string
type nonrec non_blank_and_length_constraint_string = string
type nonrec alias_arn = string
type nonrec routing_strategy_type =
  1. | TERMINAL
  2. | SIMPLE
type nonrec routing_strategy = {
  1. message : free_text option;
    (*

    The message text to be used with a terminal routing strategy.

    *)
  2. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

    *)
  3. type_ : routing_strategy_type option;
    (*

    The type of routing strategy for the alias.

    Possible routing types include the following:

    • SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets.
    • TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the message embedded.
    *)
}

The routing configuration for a fleet alias.

Related actions

All APIs by task

type nonrec alias = {
  1. last_updated_time : timestamp option;
    (*

    The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  2. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  3. routing_strategy : routing_strategy option;
    (*

    The routing configuration, including routing type and fleet target, for the alias.

    *)
  4. description : free_text option;
    (*

    A human-readable description of an alias.

    *)
  5. alias_arn : alias_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    . In a GameLift alias ARN, the resource ID matches the alias ID value.

    *)
  6. name : non_blank_and_length_constraint_string option;
    (*

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

    *)
  7. alias_id : alias_id option;
    (*

    A unique identifier for the alias. Alias IDs are unique within a Region.

    *)
}

Properties that describe an alias resource.

Related actions

All APIs by task

type nonrec update_alias_output = {
  1. alias : alias option;
    (*

    The updated alias resource.

    *)
}
type nonrec alias_id_or_arn = string
type nonrec update_alias_input = {
  1. routing_strategy : routing_strategy option;
    (*

    The routing configuration, including routing type and fleet target, for the alias.

    *)
  2. description : non_zero_and_max_string option;
    (*

    A human-readable description of the alias.

    *)
  3. name : non_blank_and_length_constraint_string option;
    (*

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

    *)
  4. alias_id : alias_id_or_arn;
    (*

    A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.

    *)
}
type nonrec untag_resource_response = unit
type nonrec amazon_resource_name = string
type nonrec tag_key = string
type nonrec tag_key_list = tag_key list
type nonrec untag_resource_request = {
  1. tag_keys : tag_key_list;
    (*

    A list of one or more tag keys to remove from the specified Amazon GameLift Servers resource.

    *)
  2. resource_ar_n : amazon_resource_name;
    (*

    The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift Servers resource that you want to remove tags from. Amazon GameLift Servers includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.

    *)
}
type nonrec tagging_failed_exception = {
  1. message : non_empty_string option;
}

The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

type nonrec udp_endpoint = {
  1. port : positive_integer option;
    (*

    The port number of the UDP endpoint. For Amazon GameLift Servers ping beacons, this is typically port 7770.

    *)
  2. domain : non_zero_and_max_string option;
    (*

    The domain name of the UDP endpoint.

    *)
}

The domain name and port information for a UDP endpoint.

type nonrec termination_mode =
  1. | FORCE_TERMINATE
  2. | TRIGGER_ON_PROCESS_TERMINATE
type nonrec terminate_game_session_output = {
  1. game_session : game_session option;
}
type nonrec terminate_game_session_input = {
  1. termination_mode : termination_mode;
    (*

    The method to use to terminate the game session. Available methods include:

    • TRIGGER_ON_PROCESS_TERMINATE – Prompts the Amazon GameLift Servers service to send an OnProcessTerminate() callback to the server process and initiate the normal game session shutdown sequence. The OnProcessTerminate method, which is implemented in the game server code, must include a call to the server SDK action ProcessEnding(), which is how the server process signals to Amazon GameLift Servers that a game session is ending. If the server process doesn't call ProcessEnding(), the game session termination won't conclude successfully.
    • FORCE_TERMINATE – Prompts the Amazon GameLift Servers service to stop the server process immediately. Amazon GameLift Servers takes action (depending on the type of fleet) to shut down the server process without the normal game session shutdown sequence.

      This method is not available for game sessions that are running on Anywhere fleets unless the fleet is deployed with the Amazon GameLift Servers Agent. In this scenario, a force terminate request results in an invalid or bad request exception.

    *)
  2. game_session_id : arn_string_model;
    (*

    An identifier for the game session that is unique across all regions to be terminated. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec terminal_routing_strategy_exception = {
  1. message : non_empty_string option;
}

The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

type nonrec non_negative_double = float
type nonrec target_tracking_configuration = {
  1. target_value : non_negative_double;
    (*

    Desired value to use with a game server group target-based scaling policy.

    *)
}

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a target-based policy that tracks the Amazon GameLift Servers FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

type nonrec double = float
type nonrec target_configuration = {
  1. target_value : double;
    (*

    Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).

    *)
}

Settings for a target-based scaling policy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift Servers to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

type nonrec tag_value = string
type nonrec tag_resource_response = unit
type nonrec tag = {
  1. value : tag_value;
    (*

    The value for a developer-defined key value pair for tagging an Amazon Web Services resource.

    *)
  2. key : tag_key;
    (*

    The key for a developer-defined key value pair for tagging an Amazon Web Services resource.

    *)
}

A label that you can assign to a Amazon GameLift Servers resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

type nonrec tag_list = tag list
type nonrec tag_resource_request = {
  1. tags : tag_list;
    (*

    A list of one or more tags to assign to the specified Amazon GameLift Servers resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for tagging limits.

    *)
  2. resource_ar_n : amazon_resource_name;
    (*

    The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift Servers resource that you want to assign tags to. Amazon GameLift Servers includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.

    *)
}
type nonrec suspend_game_server_group_output = {
  1. game_server_group : game_server_group option;
    (*

    An object that describes the game server group resource, with the SuspendedActions property updated to reflect the suspended activity.

    *)
}
type nonrec suspend_game_server_group_input = {
  1. suspend_actions : game_server_group_actions;
    (*

    The activity to suspend for this game server group.

    *)
  2. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group. Use either the name or ARN value.

    *)
}
type nonrec string_model = string
type nonrec string_list = non_zero_and_max_string list
type nonrec stop_matchmaking_output = unit
type nonrec stop_matchmaking_input = {
  1. ticket_id : matchmaking_id_string_model;
    (*

    A unique identifier for a matchmaking ticket.

    *)
}
type nonrec id_string_model = string
type nonrec game_session_placement_state =
  1. | FAILED
  2. | TIMED_OUT
  3. | CANCELLED
  4. | FULFILLED
  5. | PENDING
type nonrec player_id = string
type nonrec float_ = float
type nonrec player_latency = {
  1. latency_in_milliseconds : float_ option;
    (*

    Amount of time that represents the time lag experienced by the player when connected to the specified Region.

    *)
  2. region_identifier : non_zero_and_max_string option;
    (*

    Name of the Region or custom location that is associated with the latency value. For Amazon GameLift Servers Anywhere fleets, use the custom location name.

    *)
  3. player_id : player_id option;
    (*

    A unique identifier for a player associated with the latency data.

    *)
}

Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified location (an Amazon Web Services Region or a custom location for Amazon GameLift Servers Anywhere fleets). The relative difference between a player's latency values for multiple locations are used to determine which fleets are best suited to place a new game session for the player.

type nonrec player_latency_list = player_latency list
type nonrec player_session_id = string
type nonrec placed_player_session = {
  1. player_session_id : player_session_id option;
    (*

    A unique identifier for a player session.

    *)
  2. player_id : player_id option;
    (*

    A unique identifier for a player that is associated with this player session.

    *)
}

Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

type nonrec placed_player_session_list = placed_player_session list
type nonrec placement_fallback_strategy =
  1. | NONE
  2. | DEFAULT_AFTER_SINGLE_PASS
type nonrec location_order_override_list = location_string_model list
type nonrec priority_configuration_override = {
  1. location_order : location_order_override_list;
    (*

    A prioritized list of hosting locations. The list can include Amazon Web Services Regions (such as us-west-2), local zones, and custom locations (for Anywhere fleets). Each location must be listed only once. For details, see Amazon GameLift Servers service locations.

    *)
  2. placement_fallback_strategy : placement_fallback_strategy option;
    (*

    Instructions for how to proceed if placement fails in every location on the priority override list. Valid strategies include:

    • DEFAULT_AFTER_SINGLE_PASS -- After attempting to place a new game session in every location on the priority override list, try to place a game session in queue's other locations. This is the default behavior.
    • NONE -- Limit placements to locations on the priority override list only.
    *)
}

An alternate list of prioritized locations for use with a game session queue. When this property is included in a StartGameSessionPlacement request, the alternate list overrides the queue's default location priorities, as defined in the queue's PriorityConfiguration setting (LocationOrder). The override is valid for an individual placement request only. Use this property only with queues that have a PriorityConfiguration setting that prioritizes LOCATION first.

A priority configuration override list does not override a queue's FilterConfiguration setting, if the queue has one. Filter configurations are used to limit placements to a subset of the locations in a queue's destinations. If the override list includes a location that's not on in the FilterConfiguration allowed list, Amazon GameLift Servers won't attempt to place a game session there.

type nonrec game_session_placement = {
  1. player_gateway_status : player_gateway_status option;
    (*

    The current status of player gateway for the game session placement. Note, even if a fleet has PlayerGatewayMode configured as ENABLED, player gateway might not be available in a specific location. For more information about locations where player gateway is supported, see Amazon GameLift Servers service locations.

    Possible values include:

    • ENABLED -- Player gateway is available for this game session placement.
    • DISABLED -- Player gateway is not available for this game session placement.
    *)
  2. priority_configuration_override : priority_configuration_override option;
    (*

    An alternative priority list of locations that's included with a game session placement request. When provided, the list overrides a queue's location order list for this game session placement request only. The list might include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). The fallback strategy tells Amazon GameLift Servers what action to take (if any) in the event that it failed to place a new game session.

    *)
  3. matchmaker_data : matchmaker_data option;
    (*

    Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

    *)
  4. game_session_data : large_game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.

    *)
  5. placed_player_sessions : placed_player_session_list option;
    (*

    A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

    *)
  6. port : port_number option;
    (*

    The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

    *)
  7. dns_name : dns_name option;
    (*

    The DNS identifier assigned to the instance that is running the game session. Values have the following format:

    When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

    *)
  8. ip_address : ip_address option;
    (*

    The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

    *)
  9. end_time : timestamp option;
    (*

    Time stamp indicating when this request was completed, canceled, or timed out.

    *)
  10. start_time : timestamp option;
    (*

    Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  11. player_latencies : player_latency_list option;
    (*

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to a fleet location (Amazon Web Services Regions or custom locations for Amazon GameLift Servers Anywhere fleets).

    *)
  12. game_session_region : non_zero_and_max_string option;
    (*

    Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

    *)
  13. game_session_arn : non_zero_and_max_string option;
    (*

    An identifier for the game session that is unique across all regions. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    . This value is the same as GameSessionId. This value isn't final until placement status is FULFILLED.

    *)
  14. game_session_id : non_zero_and_max_string option;
    (*

    An identifier for the game session that is unique across all regions. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    . This value is the same as GameSessionArn. This value isn't final until placement status is FULFILLED.

    *)
  15. game_session_name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a game session. Session names do not need to be unique.

    *)
  16. maximum_player_session_count : whole_number option;
    (*

    The maximum number of players that can be connected simultaneously to the game session.

    *)
  17. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  18. status : game_session_placement_state option;
    (*

    Current status of the game session placement request.

    • PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.
    • FULFILLED -- A new game session has been successfully placed. Game session properties are now final.
    • CANCELLED -- The placement request was canceled.
    • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
    • FAILED -- Amazon GameLift Servers is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
    *)
  19. game_session_queue_name : game_session_queue_name option;
    (*

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

    *)
  20. placement_id : id_string_model option;
    (*

    A unique identifier for a game session placement.

    *)
}

Represents a potential game session placement, including the full details of the original placement request and the current status.

If the game session placement status is PENDING, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED. When the placement is in PENDING status, Amazon GameLift Servers may attempt to place a game session multiple times before succeeding. With each attempt it creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession object and updates this placement object with the new game session properties.

type nonrec stop_game_session_placement_output = {
  1. game_session_placement : game_session_placement option;
    (*

    Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.

    *)
}
type nonrec stop_game_session_placement_input = {
  1. placement_id : id_string_model;
    (*

    A unique identifier for a game session placement to stop.

    *)
}
type nonrec stop_fleet_actions_output = {
  1. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  2. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet to stop actions on.

    *)
}
type nonrec fleet_action =
  1. | AutoScaling
type nonrec fleet_action_list = fleet_action list
type nonrec stop_fleet_actions_input = {
  1. location : location_string_model option;
    (*

    The fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

    *)
  2. actions : fleet_action_list;
    (*

    List of actions to suspend on the fleet.

    *)
  3. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.

    *)
}
type nonrec matchmaking_configuration_status =
  1. | TIMED_OUT
  2. | SEARCHING
  3. | REQUIRES_ACCEPTANCE
  4. | QUEUED
  5. | PLACING
  6. | FAILED
  7. | COMPLETED
  8. | CANCELLED
type nonrec player_attribute_string = string
type nonrec double_object = float
type nonrec player_attribute_string_list = player_attribute_string list
type nonrec player_attribute_string_double_map = (player_attribute_string * double_object) list
type nonrec attribute_value = {
  1. sd_m : player_attribute_string_double_map option;
    (*

    For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

    *)
  2. s_l : player_attribute_string_list option;
    (*

    For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

    *)
  3. n : double_object option;
    (*

    For number values, expressed as double.

    *)
  4. s : player_attribute_string option;
    (*

    For single string values. Maximum string length is 100 characters.

    *)
}

Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

type nonrec player_attribute_map = (non_zero_and_max_string * attribute_value) list
type nonrec latency_map = (non_empty_string * positive_integer) list
type nonrec player = {
  1. latency_in_ms : latency_map option;
    (*

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to a fleet location (Amazon Web Services Regions or custom locations for Amazon GameLift Servers Anywhere fleets). If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

    If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

    *)
  2. team : non_zero_and_max_string option;
    (*

    Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

    *)
  3. player_attributes : player_attribute_map option;
    (*

    A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

    You can provide up to 10 PlayerAttributes.

    *)
  4. player_id : player_id option;
    (*

    A unique identifier for a player

    *)
}

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

type nonrec player_list = player list
type nonrec matched_player_session = {
  1. player_session_id : player_session_id option;
    (*

    A unique identifier for a player session. PlayerSessionId will only be populated for player sessions that are in ACTIVE or RESERVED status when the ticket is completed.

    *)
  2. player_id : player_id option;
    (*

    A unique identifier for a player

    *)
}

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

type nonrec matched_player_session_list = matched_player_session list
type nonrec game_session_connection_info = {
  1. player_gateway_status : player_gateway_status option;
    (*

    The current status of player gateway for the game session. Note, even if a fleet has PlayerGatewayMode configured as ENABLED, player gateway might not be available in a specific location. For more information about locations where player gateway is supported, see supported locations.

    Possible values include:

    • ENABLED -- Player gateway is available for this game session.
    • DISABLED -- Player gateway is not available for this game session.
    *)
  2. matched_player_sessions : matched_player_session_list option;
    (*

    A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

    *)
  3. port : positive_integer option;
    (*

    The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.

    *)
  4. dns_name : dns_name option;
    (*

    The DNS identifier assigned to the instance that is running the game session. Values have the following format:

    When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

    *)
  5. ip_address : ip_address option;
    (*

    The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.

    *)
  6. game_session_arn : arn_string_model option;
    (*

    An identifier for the game session that is unique across all regions. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}

Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.

type nonrec matchmaking_ticket = {
  1. estimated_wait_time : whole_number option;
    (*

    Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.

    *)
  2. game_session_connection_info : game_session_connection_info option;
    (*

    Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .

    *)
  3. players : player_list option;
    (*

    A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.

    *)
  4. end_time : timestamp option;
    (*

    Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  5. start_time : timestamp option;
    (*

    Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  6. status_message : string_model option;
    (*

    Additional information about the current status.

    *)
  7. status_reason : string_model option;
    (*

    Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.

    *)
  8. status : matchmaking_configuration_status option;
    (*

    Current status of the matchmaking request.

    • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.
    • SEARCHING -- The matchmaking request is currently being processed.
    • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match. This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
    • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
    • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
    • FAILED -- The matchmaking request was not completed.
    • CANCELLED -- The matchmaking request was canceled. This may be the result of a StopMatchmaking operation or a proposed match that one or more players failed to accept.
    • TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

    Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

    *)
  9. configuration_arn : matchmaking_configuration_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

    *)
  10. configuration_name : matchmaking_id_string_model option;
    (*

    Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

    *)
  11. ticket_id : matchmaking_id_string_model option;
    (*

    A unique identifier for a matchmaking ticket.

    *)
}

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.

type nonrec start_matchmaking_output = {
  1. matchmaking_ticket : matchmaking_ticket option;
    (*

    Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.

    *)
}
type nonrec start_matchmaking_input = {
  1. players : player_list;
    (*

    Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

    You can include up to 10 Players in a StartMatchmaking request.

    *)
  2. configuration_name : matchmaking_configuration_name;
    (*

    Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

    *)
  3. ticket_id : matchmaking_id_string_model option;
    (*

    A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

    *)
}
type nonrec start_match_backfill_output = {
  1. matchmaking_ticket : matchmaking_ticket option;
    (*

    Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.

    *)
}
type nonrec start_match_backfill_input = {
  1. players : player_list;
    (*

    Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

    You can include up to 199 Players in a StartMatchBackfill request.

    • PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

      The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.

    • LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
    *)
  2. game_session_arn : arn_string_model option;
    (*

    An identifier for the game session that is unique across all regions. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    . When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

    *)
  3. configuration_name : matchmaking_configuration_name;
    (*

    Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

    *)
  4. ticket_id : matchmaking_id_string_model option;
    (*

    A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

    *)
}
type nonrec start_game_session_placement_output = {
  1. game_session_placement : game_session_placement option;
    (*

    Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.

    *)
}
type nonrec player_data = string
type nonrec desired_player_session = {
  1. player_data : player_data option;
    (*

    Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.

    *)
  2. player_id : player_id option;
    (*

    A unique identifier for a player to associate with the player session.

    *)
}

Player information for use when creating player sessions using a game session placement request.

type nonrec desired_player_session_list = desired_player_session list
type nonrec start_game_session_placement_input = {
  1. priority_configuration_override : priority_configuration_override option;
    (*

    A prioritized list of locations to use for the game session placement and instructions on how to use it. This list overrides a queue's prioritized location list for this game session placement request only. You can include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). You can choose to limit placements to locations on the override list only, or you can prioritize locations on the override list first and then fall back to the queue's other locations if needed. Choose a fallback strategy to use in the event that Amazon GameLift Servers fails to place a game session in any of the locations on the priority override list.

    *)
  2. game_session_data : large_game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.

    *)
  3. desired_player_sessions : desired_player_session_list option;
    (*

    Set of information on each player to create a player session for.

    *)
  4. player_latencies : player_latency_list option;
    (*

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to a fleet location (Amazon Web Services Regions or custom locations for Amazon GameLift Servers Anywhere fleets). This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

    *)
  5. game_session_name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a game session. Session names do not need to be unique.

    *)
  6. maximum_player_session_count : whole_number;
    (*

    The maximum number of players that can be connected simultaneously to the game session.

    *)
  7. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  8. game_session_queue_name : game_session_queue_name_or_arn;
    (*

    Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

    *)
  9. placement_id : id_string_model;
    (*

    A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.

    *)
}
type nonrec start_fleet_actions_output = {
  1. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  2. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet to restart actions on.

    *)
}
type nonrec start_fleet_actions_input = {
  1. location : location_string_model option;
    (*

    The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

    *)
  2. actions : fleet_action_list;
    (*

    List of actions to restart on the fleet.

    *)
  3. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.

    *)
}
type nonrec sort_order =
  1. | DESCENDING
  2. | ASCENDING
type nonrec session_target = string
type nonrec game_session_list = game_session list
type nonrec search_game_sessions_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. game_sessions : game_session_list option;
    (*

    A collection of objects containing game session properties for each session that matches the request.

    *)
}
type nonrec search_game_sessions_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

    *)
  3. sort_expression : non_zero_and_max_string option;
    (*

    Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

    • Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.
    • Order -- Valid sort orders are ASC (ascending) and DESC (descending).

    For example, this sort expression returns the oldest active sessions first: "SortExpression": "creationTimeMillis ASC". Results with a null value for the sort operand are returned at the end of the list.

    *)
  4. filter_expression : non_zero_and_max_string option;
    (*

    String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

    A filter expression can contain one or multiple conditions. Each condition consists of the following:

    • Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.
    • Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
    • Value -- Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators = and <>. For example, the following filter expression searches on gameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".

    To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

    Session search evaluates conditions from left to right using the following precedence rules:

    1. =, <>, <, >, <=, >=
    2. Parentheses
    3. NOT
    4. AND
    5. OR

    For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".

    *)
  5. location : location_string_model option;
    (*

    A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

    *)
  6. alias_id : alias_id_or_arn option;
    (*

    A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

    *)
  7. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

    *)
}
type nonrec script_list = script list
type nonrec scaling_status_type =
  1. | ERROR
  2. | DELETED
  3. | DELETING
  4. | DELETE_REQUESTED
  5. | UPDATING
  6. | UPDATE_REQUESTED
  7. | ACTIVE
type nonrec integer = int
type nonrec scaling_adjustment_type =
  1. | PercentChangeInCapacity
  2. | ExactCapacity
  3. | ChangeInCapacity
type nonrec comparison_operator_type =
  1. | LessThanOrEqualToThreshold
  2. | LessThanThreshold
  3. | GreaterThanThreshold
  4. | GreaterThanOrEqualToThreshold
type nonrec metric_name =
  1. | ConcurrentActivatableGameSessions
  2. | WaitTime
  3. | QueueDepth
  4. | PercentIdleInstances
  5. | PercentAvailableGameSessions
  6. | IdleInstances
  7. | CurrentPlayerSessions
  8. | AvailablePlayerSessions
  9. | AvailableGameSessions
  10. | ActiveInstances
  11. | ActiveGameSessions
  12. | ActivatingGameSessions
type nonrec policy_type =
  1. | TargetBased
  2. | RuleBased
type nonrec location_update_status =
  1. | PENDING_UPDATE
type nonrec scaling_policy = {
  1. location : location_string_model option;
    (*

    The fleet location.

    *)
  2. update_status : location_update_status option;
    (*

    The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

    *)
  3. target_configuration : target_configuration option;
    (*

    An object that contains settings for a target-based scaling policy.

    *)
  4. policy_type : policy_type option;
    (*

    The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

    *)
  5. metric_name : metric_name option;
    (*

    Name of the Amazon GameLift Servers-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift Servers with Amazon CloudWatch.

    • ActivatingGameSessions -- Game sessions in the process of being created.
    • ActiveGameSessions -- Game sessions that are currently running.
    • ActiveInstances -- Fleet instances that are currently running at least one game session.
    • AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
    • AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
    • CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
    • IdleInstances -- Active instances that are currently hosting zero game sessions.
    • PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
    • PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
    • QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
    • WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
    *)
  6. evaluation_periods : positive_integer option;
    (*

    Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

    *)
  7. threshold : double option;
    (*

    Metric value used to trigger a scaling event.

    *)
  8. comparison_operator : comparison_operator_type option;
    (*

    Comparison operator to use when measuring a metric against the threshold value.

    *)
  9. scaling_adjustment_type : scaling_adjustment_type option;
    (*

    The type of adjustment to make to a fleet's instance count.

    • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
    • ExactCapacity -- set the instance count to the scaling adjustment value.
    • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
    *)
  10. scaling_adjustment : integer option;
    (*

    Amount of adjustment to make, based on the scaling adjustment type.

    *)
  11. status : scaling_status_type option;
    (*

    Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets. If the policy is suspended for a fleet, the policy status does not change.

    • ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
    • UPDATE_REQUESTED -- A request to update the scaling policy has been received.
    • UPDATING -- A change is being made to the scaling policy.
    • DELETE_REQUESTED -- A request to delete the scaling policy has been received.
    • DELETING -- The scaling policy is being deleted.
    • DELETED -- The scaling policy has been deleted.
    • ERROR -- An error occurred in creating the policy. It should be removed and recreated.
    *)
  12. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

    *)
  13. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  14. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that is associated with this scaling policy.

    *)
}

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

type nonrec scaling_policy_list = scaling_policy list
type nonrec rule_set_limit = int
type nonrec resume_game_server_group_output = {
  1. game_server_group : game_server_group option;
    (*

    An object that describes the game server group resource, with the SuspendedActions property updated to reflect the resumed activity.

    *)
}
type nonrec resume_game_server_group_input = {
  1. resume_actions : game_server_group_actions;
    (*

    The activity to resume for this game server group.

    *)
  2. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group. Use either the name or ARN value.

    *)
}
type nonrec resolve_alias_output = {
  1. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.

    *)
  2. fleet_id : fleet_id option;
    (*

    The fleet identifier that the alias is pointing to.

    *)
}
type nonrec resolve_alias_input = {
  1. alias_id : alias_id_or_arn;
    (*

    The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.

    *)
}
type nonrec aws_credentials = {
  1. session_token : non_empty_string option;
    (*

    The token that users must pass to the service API to use the temporary credentials.

    *)
  2. secret_access_key : non_empty_string option;
    (*

    The secret access key that can be used to sign requests.

    *)
  3. access_key_id : non_empty_string option;
    (*

    The access key ID that identifies the temporary security credentials.

    *)
}

Amazon Web Services account security credentials that allow interactions with Amazon GameLift Servers resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time.

Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests.

You need Amazon Web Services credentials for the following tasks:

type nonrec request_upload_credentials_output = {
  1. storage_location : s3_location option;
    (*

    Amazon S3 path and key, identifying where the game build files are stored.

    *)
  2. upload_credentials : aws_credentials option;
    (*

    Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.

    *)
}
type nonrec request_upload_credentials_input = {
  1. build_id : build_id_or_arn;
    (*

    A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.

    *)
}
type nonrec register_game_server_output = {
  1. game_server : game_server option;
    (*

    Object that describes the newly registered game server.

    *)
}
type nonrec register_game_server_input = {
  1. game_server_data : game_server_data option;
    (*

    A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

    *)
  2. connection_info : game_server_connection_info option;
    (*

    Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.

    *)
  3. instance_id : game_server_instance_id;
    (*

    The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

    *)
  4. game_server_id : game_server_id;
    (*

    A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.

    *)
  5. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group where the game server is running.

    *)
}
type nonrec compute_arn = string
type nonrec compute_status =
  1. | IMPAIRED
  2. | TERMINATING
  3. | ACTIVE
  4. | PENDING
type nonrec ec2_instance_type =
  1. | R7a_48xlarge
  2. | R7a_32xlarge
  3. | R7a_24xlarge
  4. | M7i_48xlarge
  5. | M7i_24xlarge
  6. | M7a_48xlarge
  7. | M7a_32xlarge
  8. | M7a_24xlarge
  9. | M6i_32xlarge
  10. | M6i_24xlarge
  11. | M6a_48xlarge
  12. | M6a_32xlarge
  13. | M6a_24xlarge
  14. | C7i_48xlarge
  15. | C7i_24xlarge
  16. | C7a_48xlarge
  17. | C7a_32xlarge
  18. | C7a_24xlarge
  19. | C6in_32xlarge
  20. | C6in_24xlarge
  21. | R6i_32xlarge
  22. | R6i_24xlarge
  23. | C6i_32xlarge
  24. | C6a_48xlarge
  25. | C6a_32xlarge
  26. | M4_16xlarge
  27. | R8g_48xlarge
  28. | R8g_24xlarge
  29. | R8g_16xlarge
  30. | R8g_12xlarge
  31. | R8g_8xlarge
  32. | R8g_4xlarge
  33. | R8g_2xlarge
  34. | R8g_xlarge
  35. | R8g_large
  36. | R8g_medium
  37. | R6in_32xlarge
  38. | R6in_24xlarge
  39. | R6in_16xlarge
  40. | R6in_12xlarge
  41. | R6in_8xlarge
  42. | R6in_4xlarge
  43. | R6in_2xlarge
  44. | R6in_xlarge
  45. | R6in_large
  46. | R6idn_32xlarge
  47. | R6idn_24xlarge
  48. | R6idn_16xlarge
  49. | R6idn_12xlarge
  50. | R6idn_8xlarge
  51. | R6idn_4xlarge
  52. | R6idn_2xlarge
  53. | R6idn_xlarge
  54. | R6idn_large
  55. | R6id_32xlarge
  56. | R6id_24xlarge
  57. | R6id_16xlarge
  58. | R6id_12xlarge
  59. | R6id_8xlarge
  60. | R6id_4xlarge
  61. | R6id_2xlarge
  62. | R6id_xlarge
  63. | R6id_large
  64. | R6a_48xlarge
  65. | R6a_32xlarge
  66. | R6a_24xlarge
  67. | R6a_16xlarge
  68. | R6a_12xlarge
  69. | R6a_8xlarge
  70. | R6a_4xlarge
  71. | R6a_2xlarge
  72. | R6a_xlarge
  73. | R6a_large
  74. | R5n_24xlarge
  75. | R5n_16xlarge
  76. | R5n_12xlarge
  77. | R5n_8xlarge
  78. | R5n_4xlarge
  79. | R5n_2xlarge
  80. | R5n_xlarge
  81. | R5n_large
  82. | R5dn_24xlarge
  83. | R5dn_16xlarge
  84. | R5dn_12xlarge
  85. | R5dn_8xlarge
  86. | R5dn_4xlarge
  87. | R5dn_2xlarge
  88. | R5dn_xlarge
  89. | R5dn_large
  90. | M8g_48xlarge
  91. | M8g_24xlarge
  92. | M8g_16xlarge
  93. | M8g_12xlarge
  94. | M8g_8xlarge
  95. | M8g_4xlarge
  96. | M8g_2xlarge
  97. | M8g_xlarge
  98. | M8g_large
  99. | M8g_medium
  100. | M6in_32xlarge
  101. | M6in_24xlarge
  102. | M6in_16xlarge
  103. | M6in_12xlarge
  104. | M6in_8xlarge
  105. | M6in_4xlarge
  106. | M6in_2xlarge
  107. | M6in_xlarge
  108. | M6in_large
  109. | M6idn_32xlarge
  110. | M6idn_24xlarge
  111. | M6idn_16xlarge
  112. | M6idn_12xlarge
  113. | M6idn_8xlarge
  114. | M6idn_4xlarge
  115. | M6idn_2xlarge
  116. | M6idn_xlarge
  117. | M6idn_large
  118. | M6id_32xlarge
  119. | M6id_24xlarge
  120. | M6id_16xlarge
  121. | M6id_12xlarge
  122. | M6id_8xlarge
  123. | M6id_4xlarge
  124. | M6id_2xlarge
  125. | M6id_xlarge
  126. | M6id_large
  127. | M5n_24xlarge
  128. | M5n_16xlarge
  129. | M5n_12xlarge
  130. | M5n_8xlarge
  131. | M5n_4xlarge
  132. | M5n_2xlarge
  133. | M5n_xlarge
  134. | M5n_large
  135. | M5dn_24xlarge
  136. | M5dn_16xlarge
  137. | M5dn_12xlarge
  138. | M5dn_8xlarge
  139. | M5dn_4xlarge
  140. | M5dn_2xlarge
  141. | M5dn_xlarge
  142. | M5dn_large
  143. | M5d_24xlarge
  144. | M5d_16xlarge
  145. | M5d_12xlarge
  146. | M5d_8xlarge
  147. | M5d_4xlarge
  148. | M5d_2xlarge
  149. | M5d_xlarge
  150. | M5d_large
  151. | M5ad_24xlarge
  152. | M5ad_16xlarge
  153. | M5ad_12xlarge
  154. | M5ad_8xlarge
  155. | M5ad_4xlarge
  156. | M5ad_2xlarge
  157. | M5ad_xlarge
  158. | M5ad_large
  159. | C8g_48xlarge
  160. | C8g_24xlarge
  161. | C8g_16xlarge
  162. | C8g_12xlarge
  163. | C8g_8xlarge
  164. | C8g_4xlarge
  165. | C8g_2xlarge
  166. | C8g_xlarge
  167. | C8g_large
  168. | C8g_medium
  169. | C6id_32xlarge
  170. | C6id_24xlarge
  171. | C6id_16xlarge
  172. | C6id_12xlarge
  173. | C6id_8xlarge
  174. | C6id_4xlarge
  175. | C6id_2xlarge
  176. | C6id_xlarge
  177. | C6id_large
  178. | R5ad_24xlarge
  179. | R5ad_16xlarge
  180. | R5ad_12xlarge
  181. | R5ad_8xlarge
  182. | R5ad_4xlarge
  183. | R5ad_2xlarge
  184. | R5ad_xlarge
  185. | R5ad_large
  186. | C5n_18xlarge
  187. | C5n_9xlarge
  188. | C5n_4xlarge
  189. | C5n_2xlarge
  190. | C5n_xlarge
  191. | C5n_large
  192. | C5ad_24xlarge
  193. | C5ad_16xlarge
  194. | C5ad_12xlarge
  195. | C5ad_8xlarge
  196. | C5ad_4xlarge
  197. | C5ad_2xlarge
  198. | C5ad_xlarge
  199. | C5ad_large
  200. | R7i_48xlarge
  201. | R7i_24xlarge
  202. | R7i_16xlarge
  203. | R7i_12xlarge
  204. | R7i_8xlarge
  205. | R7i_4xlarge
  206. | R7i_2xlarge
  207. | R7i_xlarge
  208. | R7i_large
  209. | R7gd_16xlarge
  210. | R7gd_12xlarge
  211. | R7gd_8xlarge
  212. | R7gd_4xlarge
  213. | R7gd_2xlarge
  214. | R7gd_xlarge
  215. | R7gd_large
  216. | R7gd_medium
  217. | R7a_16xlarge
  218. | R7a_12xlarge
  219. | R7a_8xlarge
  220. | R7a_4xlarge
  221. | R7a_2xlarge
  222. | R7a_xlarge
  223. | R7a_large
  224. | R7a_medium
  225. | R6gd_16xlarge
  226. | R6gd_12xlarge
  227. | R6gd_8xlarge
  228. | R6gd_4xlarge
  229. | R6gd_2xlarge
  230. | R6gd_xlarge
  231. | R6gd_large
  232. | R6gd_medium
  233. | M7i_16xlarge
  234. | M7i_12xlarge
  235. | M7i_8xlarge
  236. | M7i_4xlarge
  237. | M7i_2xlarge
  238. | M7i_xlarge
  239. | M7i_large
  240. | M7gd_16xlarge
  241. | M7gd_12xlarge
  242. | M7gd_8xlarge
  243. | M7gd_4xlarge
  244. | M7gd_2xlarge
  245. | M7gd_xlarge
  246. | M7gd_large
  247. | M7gd_medium
  248. | M7a_16xlarge
  249. | M7a_12xlarge
  250. | M7a_8xlarge
  251. | M7a_4xlarge
  252. | M7a_2xlarge
  253. | M7a_xlarge
  254. | M7a_large
  255. | M7a_medium
  256. | M6i_16xlarge
  257. | M6i_12xlarge
  258. | M6i_8xlarge
  259. | M6i_4xlarge
  260. | M6i_2xlarge
  261. | M6i_xlarge
  262. | M6i_large
  263. | M6gd_16xlarge
  264. | M6gd_12xlarge
  265. | M6gd_8xlarge
  266. | M6gd_4xlarge
  267. | M6gd_2xlarge
  268. | M6gd_xlarge
  269. | M6gd_large
  270. | M6gd_medium
  271. | M6a_16xlarge
  272. | M6a_12xlarge
  273. | M6a_8xlarge
  274. | M6a_4xlarge
  275. | M6a_2xlarge
  276. | M6a_xlarge
  277. | M6a_large
  278. | C7i_16xlarge
  279. | C7i_12xlarge
  280. | C7i_8xlarge
  281. | C7i_4xlarge
  282. | C7i_2xlarge
  283. | C7i_xlarge
  284. | C7i_large
  285. | C7gn_16xlarge
  286. | C7gn_12xlarge
  287. | C7gn_8xlarge
  288. | C7gn_4xlarge
  289. | C7gn_2xlarge
  290. | C7gn_xlarge
  291. | C7gn_large
  292. | C7gn_medium
  293. | C7gd_16xlarge
  294. | C7gd_12xlarge
  295. | C7gd_8xlarge
  296. | C7gd_4xlarge
  297. | C7gd_2xlarge
  298. | C7gd_xlarge
  299. | C7gd_large
  300. | C7gd_medium
  301. | C7a_16xlarge
  302. | C7a_12xlarge
  303. | C7a_8xlarge
  304. | C7a_4xlarge
  305. | C7a_2xlarge
  306. | C7a_xlarge
  307. | C7a_large
  308. | C7a_medium
  309. | C6in_16xlarge
  310. | C6in_12xlarge
  311. | C6in_8xlarge
  312. | C6in_4xlarge
  313. | C6in_2xlarge
  314. | C6in_xlarge
  315. | C6in_large
  316. | C6gd_16xlarge
  317. | C6gd_12xlarge
  318. | C6gd_8xlarge
  319. | C6gd_4xlarge
  320. | C6gd_2xlarge
  321. | C6gd_xlarge
  322. | C6gd_large
  323. | C6gd_medium
  324. | R6i_16xlarge
  325. | R6i_12xlarge
  326. | R6i_8xlarge
  327. | R6i_4xlarge
  328. | R6i_2xlarge
  329. | R6i_xlarge
  330. | R6i_large
  331. | G5g_16xlarge
  332. | G5g_8xlarge
  333. | G5g_4xlarge
  334. | G5g_2xlarge
  335. | G5g_xlarge
  336. | M7g_16xlarge
  337. | M7g_12xlarge
  338. | M7g_8xlarge
  339. | M7g_4xlarge
  340. | M7g_2xlarge
  341. | M7g_xlarge
  342. | M7g_large
  343. | M7g_medium
  344. | R7g_16xlarge
  345. | R7g_12xlarge
  346. | R7g_8xlarge
  347. | R7g_4xlarge
  348. | R7g_2xlarge
  349. | R7g_xlarge
  350. | R7g_large
  351. | R7g_medium
  352. | C7g_16xlarge
  353. | C7g_12xlarge
  354. | C7g_8xlarge
  355. | C7g_4xlarge
  356. | C7g_2xlarge
  357. | C7g_xlarge
  358. | C7g_large
  359. | C7g_medium
  360. | C6gn_16xlarge
  361. | C6gn_12xlarge
  362. | C6gn_8xlarge
  363. | C6gn_4xlarge
  364. | C6gn_2xlarge
  365. | C6gn_xlarge
  366. | C6gn_large
  367. | C6gn_medium
  368. | R6g_16xlarge
  369. | R6g_12xlarge
  370. | R6g_8xlarge
  371. | R6g_4xlarge
  372. | R6g_2xlarge
  373. | R6g_xlarge
  374. | R6g_large
  375. | R6g_medium
  376. | C6g_16xlarge
  377. | C6g_12xlarge
  378. | C6g_8xlarge
  379. | C6g_4xlarge
  380. | C6g_2xlarge
  381. | C6g_xlarge
  382. | C6g_large
  383. | C6g_medium
  384. | M6g_16xlarge
  385. | M6g_12xlarge
  386. | M6g_8xlarge
  387. | M6g_4xlarge
  388. | M6g_2xlarge
  389. | M6g_xlarge
  390. | M6g_large
  391. | M6g_medium
  392. | R5d_24xlarge
  393. | R5d_16xlarge
  394. | R5d_12xlarge
  395. | R5d_8xlarge
  396. | R5d_4xlarge
  397. | R5d_2xlarge
  398. | R5d_xlarge
  399. | R5d_large
  400. | C6i_24xlarge
  401. | C6i_16xlarge
  402. | C6i_12xlarge
  403. | C6i_8xlarge
  404. | C6i_4xlarge
  405. | C6i_2xlarge
  406. | C6i_xlarge
  407. | C6i_large
  408. | C6a_24xlarge
  409. | C6a_16xlarge
  410. | C6a_12xlarge
  411. | C6a_8xlarge
  412. | C6a_4xlarge
  413. | C6a_2xlarge
  414. | C6a_xlarge
  415. | C6a_large
  416. | C5d_24xlarge
  417. | C5d_18xlarge
  418. | C5d_12xlarge
  419. | C5d_9xlarge
  420. | C5d_4xlarge
  421. | C5d_2xlarge
  422. | C5d_xlarge
  423. | C5d_large
  424. | M5a_24xlarge
  425. | M5a_16xlarge
  426. | M5a_12xlarge
  427. | M5a_8xlarge
  428. | M5a_4xlarge
  429. | M5a_2xlarge
  430. | M5a_xlarge
  431. | M5a_large
  432. | M5_24xlarge
  433. | M5_16xlarge
  434. | M5_12xlarge
  435. | M5_8xlarge
  436. | M5_4xlarge
  437. | M5_2xlarge
  438. | M5_xlarge
  439. | M5_large
  440. | M4_10xlarge
  441. | M4_4xlarge
  442. | M4_2xlarge
  443. | M4_xlarge
  444. | M4_large
  445. | M3_2xlarge
  446. | M3_xlarge
  447. | M3_large
  448. | M3_medium
  449. | R5a_24xlarge
  450. | R5a_16xlarge
  451. | R5a_12xlarge
  452. | R5a_8xlarge
  453. | R5a_4xlarge
  454. | R5a_2xlarge
  455. | R5a_xlarge
  456. | R5a_large
  457. | R5_24xlarge
  458. | R5_16xlarge
  459. | R5_12xlarge
  460. | R5_8xlarge
  461. | R5_4xlarge
  462. | R5_2xlarge
  463. | R5_xlarge
  464. | R5_large
  465. | R4_16xlarge
  466. | R4_8xlarge
  467. | R4_4xlarge
  468. | R4_2xlarge
  469. | R4_xlarge
  470. | R4_large
  471. | R3_8xlarge
  472. | R3_4xlarge
  473. | R3_2xlarge
  474. | R3_xlarge
  475. | R3_large
  476. | C5a_24xlarge
  477. | C5a_16xlarge
  478. | C5a_12xlarge
  479. | C5a_8xlarge
  480. | C5a_4xlarge
  481. | C5a_2xlarge
  482. | C5a_xlarge
  483. | C5a_large
  484. | C5_24xlarge
  485. | C5_18xlarge
  486. | C5_12xlarge
  487. | C5_9xlarge
  488. | C5_4xlarge
  489. | C5_2xlarge
  490. | C5_xlarge
  491. | C5_large
  492. | C4_8xlarge
  493. | C4_4xlarge
  494. | C4_2xlarge
  495. | C4_xlarge
  496. | C4_large
  497. | C3_8xlarge
  498. | C3_4xlarge
  499. | C3_2xlarge
  500. | C3_xlarge
  501. | C3_large
  502. | T2_large
  503. | T2_medium
  504. | T2_small
  505. | T2_micro
type nonrec game_lift_service_sdk_endpoint_output = string
type nonrec game_lift_agent_endpoint_output = string
type nonrec instance_id = string
type nonrec container_attribute = {
  1. container_runtime_id : non_empty_string option;
    (*

    The runtime ID for the container that's running in a compute. This value is unique within the compute.

    *)
  2. container_name : non_zero_and128_max_ascii_string option;
    (*

    The identifier for a container that's running in a compute.

    *)
}

A unique identifier for a container in a container fleet compute.

Returned by: DescribeCompute

type nonrec container_attributes = container_attribute list
type nonrec compute = {
  1. game_server_container_group_definition_arn : container_group_definition_name_or_arn option;
    (*

    The game server container group definition for the compute.

    *)
  2. container_attributes : container_attributes option;
    (*

    A set of attributes for each container in the compute.

    *)
  3. instance_id : instance_id option;
    (*

    The InstanceID of the EC2 instance that is hosting the compute.

    *)
  4. game_lift_agent_endpoint : game_lift_agent_endpoint_output option;
    (*

    The endpoint of the Amazon GameLift Servers Agent.

    *)
  5. game_lift_service_sdk_endpoint : game_lift_service_sdk_endpoint_output option;
    (*

    The Amazon GameLift Servers SDK endpoint connection for a registered compute resource in an Anywhere fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift Servers service.

    *)
  6. type_ : ec2_instance_type option;
    (*

    The Amazon EC2 instance type that the fleet uses. For registered computes in an Amazon GameLift Servers Anywhere fleet, this property is empty.

    *)
  7. operating_system : operating_system option;
    (*

    The type of operating system on the compute resource.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  8. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  9. location : location_string_model option;
    (*

    The name of the custom location you added to the fleet that this compute resource resides in.

    *)
  10. compute_status : compute_status option;
    (*

    Current status of the compute. A compute must have an ACTIVE status to host game sessions. Valid values include PENDING, ACTIVE, TERMINATING, and IMPAIRED.

    While the ComputeStatus enum type is valid for Container based servers, the result may also include other non-enumerated string values such as "Active" for fleets which are not Container-based.

    *)
  11. dns_name : dns_name option;
    (*

    The DNS name of a compute resource. Amazon GameLift Servers requires a DNS name or IP address for a compute.

    *)
  12. ip_address : ip_address option;
    (*

    The IP address of a compute resource. Amazon GameLift Servers requires a DNS name or IP address for a compute.

    *)
  13. compute_arn : compute_arn option;
    (*

    The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are unique across locations. Instances in managed EC2 fleets are not assigned a Compute ARN.

    *)
  14. compute_name : compute_name option;
    (*

    A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is the same value as the InstanceId ID.

    *)
  15. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) of the fleet that the compute belongs to.

    *)
  16. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that the compute belongs to.

    *)
}

An Amazon GameLift Servers compute resource for hosting your game servers. Computes in an Amazon GameLift Servers fleet differs depending on the fleet's compute type property as follows:

  • For managed EC2 fleets, a compute is an EC2 instance.
  • For Anywhere fleets, a compute is a computing resource that you provide and is registered to the fleet.
type nonrec register_compute_output = {
  1. compute : compute option;
    (*

    The details of the compute resource you registered.

    *)
}
type nonrec dns_name_input = string
type nonrec register_compute_input = {
  1. location : location_string_model option;
    (*

    The name of a custom location to associate with the compute resource being registered. This parameter is required when registering a compute for an Anywhere fleet.

    *)
  2. ip_address : ip_address option;
    (*

    The IP address of the compute resource. Amazon GameLift Servers requires either a DNS name or IP address. When registering an Anywhere fleet, an IP address is required.

    *)
  3. dns_name : dns_name_input option;
    (*

    The DNS name of the compute resource. Amazon GameLift Servers requires either a DNS name or IP address.

    *)
  4. certificate_path : non_zero_and_max_string option;
    (*

    The path to a TLS certificate on your compute resource. Amazon GameLift Servers doesn't validate the path and certificate.

    *)
  5. compute_name : compute_name;
    (*

    A descriptive label for the compute resource.

    *)
  6. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.

    *)
}
type nonrec put_scaling_policy_output = {
  1. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

    *)
}
type nonrec put_scaling_policy_input = {
  1. target_configuration : target_configuration option;
    (*

    An object that contains settings for a target-based scaling policy.

    *)
  2. policy_type : policy_type option;
    (*

    The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

    *)
  3. metric_name : metric_name;
    (*

    Name of the Amazon GameLift Servers-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift Servers with Amazon CloudWatch.

    • ActivatingGameSessions -- Game sessions in the process of being created.
    • ActiveGameSessions -- Game sessions that are currently running.
    • ActiveInstances -- Fleet instances that are currently running at least one game session.
    • AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
    • AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
    • CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
    • IdleInstances -- Active instances that are currently hosting zero game sessions.
    • PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
    • PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
    • QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
    • WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
    *)
  4. evaluation_periods : positive_integer option;
    (*

    Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

    *)
  5. comparison_operator : comparison_operator_type option;
    (*

    Comparison operator to use when measuring the metric against the threshold value.

    *)
  6. threshold : double option;
    (*

    Metric value used to trigger a scaling event.

    *)
  7. scaling_adjustment_type : scaling_adjustment_type option;
    (*

    The type of adjustment to make to a fleet's instance count:

    • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
    • ExactCapacity -- set the instance count to the scaling adjustment value.
    • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
    *)
  8. scaling_adjustment : integer option;
    (*

    Amount of adjustment to make, based on the scaling adjustment type.

    *)
  9. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.

    *)
  10. name : non_zero_and_max_string;
    (*

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

    *)
}
type nonrec player_session_status =
  1. | TIMEDOUT
  2. | COMPLETED
  3. | ACTIVE
  4. | RESERVED
type nonrec player_session = {
  1. player_data : player_data option;
    (*

    Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.

    *)
  2. port : port_number option;
    (*

    Port number for the game session. To connect to a Amazon GameLift Servers server process, an app needs both the IP address and port number.

    *)
  3. dns_name : dns_name option;
    (*

    The DNS identifier assigned to the instance that is running the game session. Values have the following format:

    When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

    *)
  4. ip_address : ip_address option;
    (*

    The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.

    *)
  5. status : player_session_status option;
    (*

    Current status of the player session.

    Possible player session statuses include the following:

    • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
    • ACTIVE -- The player has been validated by the server process and is currently connected.
    • COMPLETED -- The player connection has been dropped.
    • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
    *)
  6. termination_time : timestamp option;
    (*

    A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  7. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  8. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

    *)
  9. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that the player's game session is running on.

    *)
  10. game_session_id : non_zero_and_max_string option;
    (*

    An identifier for the game session that is unique across all regions that the player session is connected to. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
  11. player_id : player_id option;
    (*

    A unique identifier for a player that is associated with this player session.

    *)
  12. player_session_id : player_session_id option;
    (*

    A unique identifier for a player session.

    *)
}

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

All APIs by task

type nonrec player_session_list = player_session list
type nonrec player_ids_for_accept_match = player_id list
type nonrec player_id_list = player_id list
type nonrec game_server_ip_protocol_supported =
  1. | DUAL_STACK
  2. | IPv4
type nonrec player_gateway_configuration = {
  1. game_server_ip_protocol_supported : game_server_ip_protocol_supported option;
    (*

    The IP protocol that your game servers support for player connections through player gateway. If the value is set to IPv4, GameLift will install and execute a lightweight IP translation software on fleet instances to receive and transform incoming IPv6 traffic to IPv4. If the value is set to DUAL_STACK, the lightweight IP translation software will not be installed on fleet instances. DUAL_STACK provides slightly better performance than IPv4.

    *)
}

Configuration settings for player gateway. Use these settings to specify advanced options for how player gateway handles connections.

type nonrec player_data_map = (non_zero_and_max_string * player_data) list
type nonrec player_connection_endpoint = {
  1. port : port_number option;
    (*

    Port number for connecting to the game session. When player gateway is enabled, this is a player gateway port. When player gateway is disabled, this is the game server port.

    *)
  2. ip_address : ip_address option;
    (*

    IP address for connecting to the game session. When player gateway is enabled, this is a player gateway IP address. When player gateway is disabled, this is the game server IP address.

    *)
}

Network address(es) and port(s) for connecting to a game session.

type nonrec player_connection_endpoint_list = player_connection_endpoint list
type nonrec max_string = string
type nonrec player_connection_detail = {
  1. expiration : timestamp option;
    (*

    When player gateway is enabled, this is the timestamp indicating when player gateway token expires. Your game backend should call GetPlayerConnectionDetails to retrieve fresh connection information for your game clients before this time. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    This value is empty when player gateway is disabled.

    *)
  2. player_gateway_token : max_string option;
    (*

    Access token that your game client must prepend to all traffic sent through player gateway. Player gateway verifies identity and authorizes connection based on this token.

    This value is empty when player gateway is disabled.

    *)
  3. endpoints : player_connection_endpoint_list option;
    (*

    List of connection endpoints for the game client. Your game client uses these IP address(es) and port(s) to connect to the game session.

    When player gateway is enabled, these are relay endpoints with benefits such as DDoS protection. When disabled, this is the game server endpoint.

    *)
  4. player_id : player_id option;
    (*

    A unique identifier for a player associated with this connection.

    *)
}

Connection information for a game client to connect to a game session. This object contains the IP address(es), port(s), and authentication details your game client needs to establish a connection.

With player gateway enabled: Contains relay endpoints and a player gateway token. Your game client must prepend player gateway token to each payload for validation and connection through relay endpoints.

With player gateway disabled: Contains game server endpoint. Player gateway token and expiration fields are empty.

type nonrec player_connection_detail_list = player_connection_detail list
type nonrec ping_beacon = {
  1. udp_endpoint : udp_endpoint option;
    (*

    The domain name and port of the UDP ping beacon. Your game client can send UDP messages to this endpoint and receive responses to measure network latency.

    *)
}

Information about a UDP ping beacon that can be used to measure network latency between a player device and an Amazon GameLift Servers hosting location.

type nonrec out_of_capacity_exception = {
  1. message : non_empty_string option;
}

The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.

type nonrec matchmaking_ticket_list = matchmaking_ticket list
type nonrec matchmaking_rule_set_name_list = matchmaking_rule_set_name list
type nonrec matchmaking_rule_set = {
  1. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  2. rule_set_body : rule_set_body;
    (*

    A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

    *)
  3. rule_set_arn : matchmaking_rule_set_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::matchmakingruleset/

    . In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

    *)
  4. rule_set_name : matchmaking_id_string_model option;
    (*

    A unique identifier for the matchmaking rule set

    *)
}

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.

  • Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
  • Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
  • Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
  • Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
type nonrec matchmaking_rule_set_list = matchmaking_rule_set list
type nonrec matchmaking_id_list = matchmaking_id_string_model list
type nonrec matchmaking_configuration_name_list = matchmaking_configuration_name list
type nonrec matchmaking_configuration_list = matchmaking_configuration list
type nonrec deployment_status =
  1. | PENDING
  2. | CANCELLED
  3. | ROLLBACK_COMPLETE
  4. | ROLLBACK_IN_PROGRESS
  5. | COMPLETE
  6. | IMPAIRED
  7. | IN_PROGRESS
type nonrec locational_deployment = {
  1. deployment_status : deployment_status option;
    (*

    The status of fleet deployment activity in the location.

    • IN_PROGRESS -- The deployment is in progress.
    • IMPAIRED -- The deployment failed and the fleet has some impaired containers.
    • COMPLETE -- The deployment has completed successfully.
    • ROLLBACK_IN_PROGRESS -- The deployment failed and rollback has been initiated.
    • ROLLBACK_IN_COMPLETE -- The deployment failed and rollback has been completed.
    • CANCELLED -- The deployment was cancelled.
    *)
}

For a multi-location container fleet, describes the progress of a deployment across all fleet locations.

type nonrec locational_deployments = (non_zero_and128_max_ascii_string * locational_deployment) list
type nonrec fleet_status =
  1. | NOT_FOUND
  2. | TERMINATED
  3. | ERROR
  4. | DELETING
  5. | ACTIVE
  6. | ACTIVATING
  7. | BUILDING
  8. | VALIDATING
  9. | DOWNLOADING
  10. | NEW
type nonrec location_state = {
  1. player_gateway_status : player_gateway_status option;
    (*

    The current status of player gateway in this location for this fleet. Note, even if a fleet has PlayerGatewayMode configured as ENABLED, player gateway might not be available in a specific location. For more information about locations where player gateway is supported, see Amazon GameLift Servers service locations.

    Possible values include:

    • ENABLED -- Player gateway is available for this fleet location.
    • DISABLED -- Player gateway is not available for this fleet location.
    *)
  2. status : fleet_status option;
    (*

    The life-cycle status of a fleet location.

    *)
  3. location : location_string_model option;
    (*

    The fleet location, expressed as an Amazon Web Services Region code such as us-west-2.

    *)
}

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

  • NEW -- A new fleet location has been defined and desired instances is set to 1.
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift Servers is setting up the new fleet location, creating new instances with the game build or Realtime script and starting server processes.
  • ACTIVE -- Hosts can now accept game sessions.
  • ERROR -- An error occurred when downloading, validating, building, or activating the fleet location.
  • DELETING -- Hosts are responding to a delete fleet location request.
  • TERMINATED -- The fleet location no longer exists.
  • NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created.
type nonrec location_state_list = location_state list
type nonrec location_arn_model = string
type nonrec location_model = {
  1. ping_beacon : ping_beacon option;
    (*

    Information about the UDP ping beacon for this location. Ping beacons are fixed endpoints that you can use to measure network latency between a player device and an Amazon GameLift Servers hosting location.

    *)
  2. location_arn : location_arn_model option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a custom location resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  3. location_name : location_string_model option;
    (*

    The location's name.

    *)
}

Properties of a location, which can include its name, ARN (for custom locations), and ping beacon information.

type nonrec location_model_list = location_model list
type nonrec location_filter =
  1. | CUSTOM
  2. | AWS
type nonrec location_filter_list = location_filter list
type nonrec location_configuration = {
  1. location : location_string_model;
    (*

    An Amazon Web Services Region code, such as us-west-2. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

    *)
}

A remote location where a multi-location fleet can deploy game servers for game hosting.

type nonrec location_configuration_list = location_configuration list
type nonrec location_attributes = {
  1. update_status : location_update_status option;
    (*

    The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that StopFleetActions or StartFleetActions has been requested but the update has not yet been completed for the location.

    *)
  2. stopped_actions : fleet_action_list option;
    (*

    A list of fleet actions that have been suspended in the fleet location.

    *)
  3. location_state : location_state option;
    (*

    A fleet location and its current life-cycle state.

    *)
}

Details about a location in a multi-location fleet.

type nonrec location_attributes_list = location_attributes list
type nonrec list_tags_for_resource_response = {
  1. tags : tag_list option;
    (*

    The collection of tags assigned to the resource.

    *)
}
type nonrec list_tags_for_resource_request = {
  1. resource_ar_n : amazon_resource_name;
    (*

    The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift Servers resource that you want to retrieve tags for. Amazon GameLift Servers includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.

    *)
}
type nonrec list_scripts_output = {
  1. next_token : non_empty_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. scripts : script_list option;
    (*

    A set of properties describing the requested script.

    *)
}
type nonrec list_scripts_input = {
  1. next_token : non_empty_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
}
type nonrec list_locations_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. locations : location_model_list option;
    (*

    A collection of locations, including both Amazon Web Services and custom locations. Each location includes a name and ping beacon information that can be used to measure network latency between player devices and the location.

    *)
}
type nonrec list_locations_limit = int
type nonrec list_locations_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : list_locations_limit option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. filters : location_filter_list option;
    (*

    Filters the list for AWS or CUSTOM locations. Use this parameter to narrow down results to only Amazon Web Services-managed locations (Amazon EC2 or container) or only your custom locations (such as an Amazon GameLift Servers Anywhere fleet).

    *)
}
type nonrec game_servers = game_server list
type nonrec list_game_servers_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. game_servers : game_servers option;
    (*

    A collection of game server objects that match the request.

    *)
}
type nonrec list_game_servers_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. sort_order : sort_order option;
    (*

    Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.

    *)
  4. game_server_group_name : game_server_group_name_or_arn;
    (*

    An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.

    *)
}
type nonrec game_server_groups = game_server_group list
type nonrec list_game_server_groups_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    Specify the pagination token from a previous request to retrieve the next page of results.

    *)
  2. game_server_groups : game_server_groups option;
    (*

    The game server groups' game server groups.

    *)
}
type nonrec list_game_server_groups_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    Specify the pagination token from a previous request to retrieve the next page of results.

    *)
  2. limit : positive_integer option;
    (*

    The game server groups' limit.

    *)
}
type nonrec fleet_id_list = fleet_id list
type nonrec list_fleets_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. fleet_ids : fleet_id_list option;
    (*

    A set of fleet IDs that match the list request.

    *)
}
type nonrec list_fleets_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. script_id : script_id_or_arn option;
    (*

    A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.

    *)
  4. build_id : build_id_or_arn option;
    (*

    A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.

    *)
}
type nonrec fleet_binary_arn = string
type nonrec fleet_deployment = {
  1. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  2. deployment_configuration : deployment_configuration option;
    (*

    Instructions for how to deploy updates to a container fleet and what actions to take if the deployment fails.

    *)
  3. deployment_status : deployment_status option;
    (*

    The status of fleet deployment activity in the location.

    • IN_PROGRESS -- The deployment is in progress.
    • IMPAIRED -- The deployment failed and the fleet has some impaired containers.
    • COMPLETE -- The deployment has completed successfully.
    • ROLLBACK_IN_PROGRESS -- The deployment failed and rollback has been initiated.
    • ROLLBACK_IN_COMPLETE -- The deployment failed and rollback has been completed.
    • CANCELLED -- The deployment was cancelled.
    *)
  4. rollback_per_instance_binary_arn : fleet_binary_arn option;
    (*

    The unique identifier for the version of the per-instance container group definition to roll back to if deployment fails. Amazon GameLift Servers sets this property to the container group definition version that the fleet used when it was last active.

    *)
  5. per_instance_binary_arn : fleet_binary_arn option;
    (*

    The unique identifier for the version of the per-instance container group definition that is being deployed.

    *)
  6. rollback_game_server_binary_arn : fleet_binary_arn option;
    (*

    The unique identifier for the version of the game server container group definition to roll back to if deployment fails. Amazon GameLift Servers sets this property to the container group definition version that the fleet used when it was last active.

    *)
  7. game_server_binary_arn : fleet_binary_arn option;
    (*

    The unique identifier for the version of the game server container group definition that is being deployed.

    *)
  8. fleet_id : fleet_id option;
    (*

    A unique identifier for the container fleet.

    *)
  9. deployment_id : deployment_id option;
    (*

    A unique identifier for the deployment.

    *)
}

Describes a container fleet deployment with updates to the fleet.

type nonrec fleet_deployments = fleet_deployment list
type nonrec list_fleet_deployments_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. fleet_deployments : fleet_deployments option;
    (*

    The requested deployment information.

    *)
}
type nonrec list_fleet_deployments_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the container fleet. You can use either the fleet ID or ARN value.

    *)
}
type nonrec container_group_definition_list = container_group_definition list
type nonrec list_container_group_definitions_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. container_group_definitions : container_group_definition_list option;
    (*

    A result set of container group definitions that match the request.

    *)
}
type nonrec list_container_group_definitions_limit = int
type nonrec list_container_group_definitions_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : list_container_group_definitions_limit option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. container_group_type : container_group_type option;
    (*

    The type of container group to retrieve. Container group type determines how Amazon GameLift Servers deploys the container group on each fleet instance.

    *)
}
type nonrec list_container_group_definition_versions_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. container_group_definitions : container_group_definition_list option;
    (*

    A result set of container group definitions that match the request.

    *)
}
type nonrec list_container_group_definition_versions_limit = int
type nonrec list_container_group_definition_versions_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : list_container_group_definition_versions_limit option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. name : container_group_definition_name_or_arn;
    (*

    The unique identifier for the container group definition to retrieve properties for. You can use either the Name or ARN value.

    *)
}
type nonrec container_fleet_list = container_fleet list
type nonrec list_container_fleets_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. container_fleets : container_fleet_list option;
    (*

    A collection of container fleet objects for all fleets that match the request criteria.

    *)
}
type nonrec list_container_fleets_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. container_group_definition_name : container_group_definition_name_or_arn option;
    (*

    The container group definition to filter the list on. Use this parameter to retrieve only those fleets that use the specified container group definition. You can specify the container group definition's name to get fleets with the latest versions. Alternatively, provide an ARN value to get fleets with a specific version number.

    *)
}
type nonrec compute_list = compute list
type nonrec list_compute_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. compute_list : compute_list option;
    (*

    A list of compute resources in the specified fleet.

    *)
}
type nonrec list_compute_input_status =
  1. | IMPAIRED
  2. | ACTIVE
type nonrec list_compute_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. compute_status : list_compute_input_status option;
    (*

    The status of computes in a managed container fleet, based on the success of the latest update deployment.

    • ACTIVE -- The compute is deployed with the correct container definitions. It is ready to process game servers and host game sessions.
    • IMPAIRED -- An update deployment to the compute failed, and the compute is deployed with incorrect container definitions.
    *)
  4. container_group_definition_name : container_group_definition_name_or_arn option;
    (*

    For computes in a managed container fleet, the name of the deployed container group definition.

    *)
  5. location : location_string_model option;
    (*

    The name of a location to retrieve compute resources for. For an Amazon GameLift Servers Anywhere fleet, use a custom location. For a managed fleet, provide a Amazon Web Services Region or Local Zone code (for example: us-west-2 or us-west-2-lax-1).

    *)
  6. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to retrieve compute resources for.

    *)
}
type nonrec build_list = build list
type nonrec list_builds_output = {
  1. next_token : non_empty_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. builds : build_list option;
    (*

    A collection of build resources that match the request.

    *)
}
type nonrec list_builds_input = {
  1. next_token : non_empty_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. status : build_status option;
    (*

    Build status to filter results by. To retrieve all builds, leave this parameter empty.

    Possible build statuses include the following:

    • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
    • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
    • FAILED -- The game build upload failed. You cannot create new fleets for this build.
    *)
}
type nonrec alias_list = alias list
type nonrec list_aliases_output = {
  1. next_token : non_empty_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. aliases : alias_list option;
    (*

    A collection of alias resources that match the request parameters.

    *)
}
type nonrec list_aliases_input = {
  1. next_token : non_empty_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. name : non_empty_string option;
    (*

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

    *)
  4. routing_strategy_type : routing_strategy_type option;
    (*

    The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.

    Possible routing types include the following:

    • SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.
    • TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
    *)
}
type nonrec launch_template_version = string
type nonrec launch_template_id = string
type nonrec launch_template_name = string
type nonrec launch_template_specification = {
  1. version : launch_template_version option;
    (*

    The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.

    *)
  2. launch_template_name : launch_template_name option;
    (*

    A readable identifier for an existing Amazon EC2 launch template.

    *)
  3. launch_template_id : launch_template_id option;
    (*

    A unique identifier for an existing Amazon EC2 launch template.

    *)
}

An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group.

type nonrec instance_status =
  1. | TERMINATING
  2. | ACTIVE
  3. | PENDING
type nonrec instance_role_credentials_provider =
  1. | SHARED_CREDENTIAL_FILE
type nonrec instance = {
  1. location : location_string_model option;
    (*

    The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2.

    *)
  2. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  3. status : instance_status option;
    (*

    Current status of the instance. Possible statuses include the following:

    • PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration.
    • ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift Servers that it is ready to host a game session. The instance is now considered ready to host game sessions.
    • TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
    *)
  4. type_ : ec2_instance_type option;
    (*

    EC2 instance type that defines the computing resources of this instance.

    *)
  5. operating_system : operating_system option;
    (*

    Operating system that is running on this EC2 instance.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  6. dns_name : dns_name option;
    (*

    The DNS identifier assigned to the instance that is running the game session. Values have the following format:

    When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

    *)
  7. ip_address : ip_address option;
    (*

    IP address that is assigned to the instance.

    *)
  8. instance_id : instance_id option;
    (*

    A unique identifier for the instance.

    *)
  9. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  10. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that the instance belongs to.

    *)
}

Represents a virtual computing instance that runs game server processes and hosts game sessions. In Amazon GameLift Servers, one or more instances make up a managed EC2 fleet.

type nonrec instance_list = instance list
type nonrec instance_credentials = {
  1. secret : non_empty_string option;
    (*

    Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it's a private key for use with SSH.

    *)
  2. user_name : non_empty_string option;
    (*

    A user name for logging in.

    *)
}

A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess, which requests access for instances that are running game servers with the Amazon GameLift Servers server SDK version 4.x or earlier.

type nonrec instance_access = {
  1. credentials : instance_credentials option;
    (*

    Security credentials that are required to access the instance.

    *)
  2. operating_system : operating_system option;
    (*

    Operating system that is running on the instance.

    *)
  3. ip_address : ip_address option;
    (*

    IP address assigned to the instance.

    *)
  4. instance_id : instance_id option;
    (*

    A unique identifier for the instance to be accessed.

    *)
  5. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet containing the instance to be accessed.

    *)
}

Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetInstanceAccess.

type nonrec idempotent_parameter_mismatch_exception = {
  1. message : non_empty_string option;
}

A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.

type nonrec get_player_connection_details_output = {
  1. player_connection_details : player_connection_detail_list option;
    (*

    A collection of player connection detail objects, one for each requested player.

    *)
  2. game_session_id : arn_string_model option;
    (*

    An identifier for the game session that is unique across all regions for which the player connection details were retrieved. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec get_player_connection_details_input = {
  1. player_ids : player_id_list;
    (*

    List of unique identifiers for players. Connection details are returned for each player in this list.

    *)
  2. game_session_id : arn_string_model;
    (*

    An identifier for the game session that is unique across all regions for which to retrieve player connection details. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec get_instance_access_output = {
  1. instance_access : instance_access option;
    (*

    The connection information for a fleet instance, including IP address and access credentials.

    *)
}
type nonrec get_instance_access_input = {
  1. instance_id : instance_id;
    (*

    A unique identifier for the instance you want to access. You can access an instance in any status.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet that contains the instance you want to access. You can request access to instances in EC2 fleets with the following statuses: ACTIVATING, ACTIVE, or ERROR. Use either a fleet ID or an ARN value.

    You can access fleets in ERROR status for a short period of time before Amazon GameLift Servers deletes them.

    *)
}
type nonrec get_game_session_log_url_output = {
  1. pre_signed_url : non_zero_and_max_string option;
    (*

    Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.

    *)
}
type nonrec get_game_session_log_url_input = {
  1. game_session_id : arn_string_model;
    (*

    An identifier for the game session that is unique across all regions to get logs for. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec compute_name_or_arn = string
type nonrec compute_auth_token = string
type nonrec get_compute_auth_token_output = {
  1. expiration_timestamp : timestamp option;
    (*

    The amount of time until the authentication token is no longer valid.

    *)
  2. auth_token : compute_auth_token option;
    (*

    A valid temporary authentication token.

    *)
  3. compute_arn : compute_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift Servers compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  4. compute_name : compute_name_or_arn option;
    (*

    The name of the compute resource that the authentication token is issued to.

    *)
  5. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  6. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet that the compute is registered to.

    *)
}
type nonrec get_compute_auth_token_input = {
  1. compute_name : compute_name_or_arn;
    (*

    The name of the compute resource you are requesting the authentication token for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet that the compute is registered to.

    *)
}
type nonrec container_identifier = {
  1. container_runtime_id : non_empty_string option;
    (*

    The runtime ID for the container that's running in a compute. This value is unique within the compute. It is returned as a ContainerAttribute value in a Compute object.

    *)
  2. container_name : non_zero_and128_max_ascii_string option;
    (*

    The identifier for a container that's running in a compute.

    *)
}

A unique identifier for a container in a compute on a managed container fleet instance. This information makes it possible to remotely connect to a specific container on a fleet instance.

Related to: ContainerAttribute

Use with: GetComputeAccess

type nonrec container_identifier_list = container_identifier list
type nonrec get_compute_access_output = {
  1. container_identifiers : container_identifier_list option;
    (*

    For a managed container fleet, a list of containers on the compute. Use the container runtime ID with Docker commands to connect to a specific container.

    *)
  2. target : session_target option;
    (*

    The instance ID where the compute resource is running.

    *)
  3. credentials : aws_credentials option;
    (*

    A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).

    *)
  4. compute_arn : compute_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift Servers compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  5. compute_name : compute_name_or_arn option;
    (*

    The identifier of the compute resource to be accessed. This value might be either a compute name or an instance ID.

    *)
  6. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  7. fleet_id : fleet_id_or_arn option;
    (*

    The ID of the fleet that holds the compute resource to be accessed.

    *)
}
type nonrec get_compute_access_input = {
  1. compute_name : compute_name_or_arn;
    (*

    A unique identifier for the compute resource that you want to connect to. For an EC2 fleet, use an instance ID. For a managed container fleet, use a compute name. You can retrieve a fleet's compute names by calling ListCompute.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet that holds the compute resource that you want to connect to. You can use either the fleet ID or ARN value.

    *)
}
type nonrec game_session_queue_name_or_arn_list = game_session_queue_name_or_arn list
type nonrec game_session_queue_list = game_session_queue list
type nonrec game_session_full_exception = {
  1. message : non_empty_string option;
}

The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.

type nonrec game_session_detail = {
  1. protection_policy : protection_policy option;
    (*

    Current status of protection for the game session.

    • NoProtection -- The game session can be terminated during a scale-down event.
    • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
    *)
  2. game_session : game_session option;
    (*

    Object that describes a game session.

    *)
}

A game session's properties plus the protection policy currently in force.

type nonrec game_session_detail_list = game_session_detail list
type nonrec game_server_instance_status =
  1. | SPOT_TERMINATING
  2. | DRAINING
  3. | ACTIVE
type nonrec game_server_instance = {
  1. instance_status : game_server_instance_status option;
    (*

    Current status of the game server instance

    *)
  2. instance_id : game_server_instance_id option;
    (*

    The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

    *)
  3. game_server_group_arn : game_server_group_arn option;
    (*

    A generated unique identifier for the game server group that includes the game server instance.

    *)
  4. game_server_group_name : game_server_group_name option;
    (*

    A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.

    *)
}

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

type nonrec game_server_instances = game_server_instance list
type nonrec game_server_instance_ids = game_server_instance_id list
type nonrec game_server_group_delete_option =
  1. | RETAIN
  2. | FORCE_DELETE
  3. | SAFE_DELETE
type nonrec game_server_group_auto_scaling_policy = {
  1. target_tracking_configuration : target_tracking_configuration;
    (*

    Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the Amazon GameLift Servers FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

    *)
  2. estimated_instance_warmup : positive_integer option;
    (*

    Length of time, in seconds, it takes for a new instance to start new game server processes and register with Amazon GameLift Servers FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.

    *)
}

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

type nonrec game_server_container_group_counts = {
  1. terminatin_g : whole_number option;
    (*

    The number of container groups that are in the process of shutting down.

    *)
  2. idl_e : whole_number option;
    (*

    The number of container groups that have no active game sessions.

    *)
  3. activ_e : whole_number option;
    (*

    The number of container groups that have active game sessions.

    *)
  4. pendin_g : whole_number option;
    (*

    The number of container groups that are starting up but haven't yet registered.

    *)
}

The number and status of game server container groups that are deployed across a container fleet. Combine this count with the number of server processes that each game server container group runs to learn how many game sessions the fleet is capable of hosting concurrently. For example, if a fleet has 50 game server container groups, and the game server container in each group runs 1 game server process, then the fleet has the capacity to run host 50 game sessions at a time.

Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html, https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html

type nonrec describe_vpc_peering_connections_output = {
  1. vpc_peering_connections : vpc_peering_connection_list option;
    (*

    A collection of VPC peering connection records that match the request.

    *)
}
type nonrec describe_vpc_peering_connections_input = {
  1. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_vpc_peering_authorizations_output = {
  1. vpc_peering_authorizations : vpc_peering_authorization_list option;
    (*

    A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.

    *)
}
type nonrec describe_vpc_peering_authorizations_input = unit
type nonrec describe_script_output = {
  1. script : script option;
    (*

    A set of properties describing the requested script.

    *)
}
type nonrec describe_script_input = {
  1. script_id : script_id_or_arn;
    (*

    A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.

    *)
}
type nonrec describe_scaling_policies_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. scaling_policies : scaling_policy_list option;
    (*

    A collection of objects containing the scaling policies matching the request.

    *)
}
type nonrec describe_scaling_policies_input = {
  1. location : location_string_model option;
    (*

    The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.

    *)
  2. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  3. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  4. status_filter : scaling_status_type option;
    (*

    Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status.

    • ACTIVE -- The scaling policy is currently in force.
    • UPDATEREQUESTED -- A request to update the scaling policy has been received.
    • UPDATING -- A change is being made to the scaling policy.
    • DELETEREQUESTED -- A request to delete the scaling policy has been received.
    • DELETING -- The scaling policy is being deleted.
    • DELETED -- The scaling policy has been deleted.
    • ERROR -- An error occurred in creating the policy. It should be removed and recreated.
    *)
  5. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_runtime_configuration_output = {
  1. runtime_configuration : runtime_configuration option;
    (*

    Instructions that describe how server processes are launched and maintained on computes in the fleet.

    *)
}
type nonrec describe_runtime_configuration_input = {
  1. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_player_sessions_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. player_sessions : player_session_list option;
    (*

    A collection of objects containing properties for each player session that matches the request.

    *)
}
type nonrec describe_player_sessions_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

    *)
  3. player_session_status_filter : non_zero_and_max_string option;
    (*

    Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.

    Possible player session statuses include the following:

    • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
    • ACTIVE -- The player has been validated by the server process and is currently connected.
    • COMPLETED -- The player connection has been dropped.
    • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
    *)
  4. player_session_id : player_session_id option;
    (*

    A unique identifier for a player session to retrieve.

    *)
  5. player_id : player_id option;
    (*

    A unique identifier for a player to retrieve player sessions for.

    *)
  6. game_session_id : arn_string_model option;
    (*

    An identifier for the game session that is unique across all regions to retrieve player sessions for. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec describe_matchmaking_rule_sets_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. rule_sets : matchmaking_rule_set_list;
    (*

    A collection of requested matchmaking rule set objects.

    *)
}
type nonrec describe_matchmaking_rule_sets_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : rule_set_limit option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. names : matchmaking_rule_set_name_list option;
    (*

    A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.

    *)
}
type nonrec describe_matchmaking_configurations_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. configurations : matchmaking_configuration_list option;
    (*

    A collection of requested matchmaking configurations.

    *)
}
type nonrec describe_matchmaking_configurations_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.

    *)
  3. rule_set_name : matchmaking_rule_set_name option;
    (*

    A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

    *)
  4. names : matchmaking_configuration_name_list option;
    (*

    A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

    *)
}
type nonrec describe_matchmaking_output = {
  1. ticket_list : matchmaking_ticket_list option;
    (*

    A collection of existing matchmaking ticket objects matching the request.

    *)
}
type nonrec describe_matchmaking_input = {
  1. ticket_ids : matchmaking_id_list;
    (*

    A unique identifier for a matchmaking ticket. You can include up to 10 ID values.

    *)
}
type nonrec describe_instances_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. instances : instance_list option;
    (*

    A collection of objects containing properties for each instance returned.

    *)
}
type nonrec describe_instances_input = {
  1. location : location_string_model option;
    (*

    The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as us-west-2.

    *)
  2. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  3. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  4. instance_id : instance_id option;
    (*

    A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

    *)
  5. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_game_sessions_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. game_sessions : game_session_list option;
    (*

    A collection of properties for each game session that matches the request.

    *)
}
type nonrec describe_game_sessions_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. status_filter : non_zero_and_max_string option;
    (*

    Game session status to filter results on. You can filter on the following states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and used for only very brief periods of time.

    *)
  4. location : location_string_model option;
    (*

    A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

    *)
  5. alias_id : alias_id_or_arn option;
    (*

    A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.

    *)
  6. game_session_id : arn_string_model option;
    (*

    An identifier for the game session that is unique across all regions to retrieve. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
  7. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_game_session_queues_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. game_session_queues : game_session_queue_list option;
    (*

    A collection of objects that describe the requested game session queues.

    *)
}
type nonrec describe_game_session_queues_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

    *)
  3. names : game_session_queue_name_or_arn_list option;
    (*

    A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.

    *)
}
type nonrec describe_game_session_placement_output = {
  1. game_session_placement : game_session_placement option;
    (*

    Object that describes the requested game session placement.

    *)
}
type nonrec describe_game_session_placement_input = {
  1. placement_id : id_string_model;
    (*

    A unique identifier for a game session placement to retrieve.

    *)
}
type nonrec describe_game_session_details_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. game_session_details : game_session_detail_list option;
    (*

    A collection of properties for each game session that matches the request.

    *)
}
type nonrec describe_game_session_details_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. status_filter : non_zero_and_max_string option;
    (*

    Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

    *)
  4. location : location_string_model option;
    (*

    A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.

    *)
  5. alias_id : alias_id_or_arn option;
    (*

    A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

    *)
  6. game_session_id : arn_string_model option;
    (*

    An identifier for the game session that is unique across all regions to retrieve. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
  7. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_game_server_instances_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. game_server_instances : game_server_instances option;
    (*

    The collection of requested game server instances.

    *)
}
type nonrec describe_game_server_instances_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. instance_ids : game_server_instance_ids option;
    (*

    The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.

    *)
  4. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group. Use either the name or ARN value.

    *)
}
type nonrec describe_game_server_group_output = {
  1. game_server_group : game_server_group option;
    (*

    An object with the property settings for the requested game server group resource.

    *)
}
type nonrec describe_game_server_group_input = {
  1. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group. Use either the name or ARN value.

    *)
}
type nonrec describe_game_server_output = {
  1. game_server : game_server option;
    (*

    Object that describes the requested game server.

    *)
}
type nonrec describe_game_server_input = {
  1. game_server_id : game_server_id;
    (*

    A custom string that uniquely identifies the game server information to be retrieved.

    *)
  2. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group where the game server is running.

    *)
}
type nonrec fleet_utilization = {
  1. location : location_string_model option;
    (*

    The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2.

    *)
  2. maximum_player_session_count : whole_number option;
    (*

    The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

    *)
  3. current_player_session_count : whole_number option;
    (*

    The number of active player sessions that are currently being hosted across all instances in the fleet location.

    *)
  4. active_game_session_count : whole_number option;
    (*

    The number of active game sessions that are currently being hosted across all instances in the fleet location.

    *)
  5. active_server_process_count : whole_number option;
    (*

    The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

    *)
  6. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  7. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet associated with the location.

    *)
}

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home region.

type nonrec fleet_utilization_list = fleet_utilization list
type nonrec describe_fleet_utilization_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. fleet_utilization : fleet_utilization_list option;
    (*

    A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.

    *)
}
type nonrec fleet_id_or_arn_list = fleet_id_or_arn list
type nonrec describe_fleet_utilization_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

    *)
  3. fleet_ids : fleet_id_or_arn_list option;
    (*

    A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

    *)
}
type nonrec describe_fleet_port_settings_output = {
  1. location : location_string_model option;
    (*

    The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2.

    *)
  2. update_status : location_update_status option;
    (*

    The current status of updates to the fleet's port settings in the requested fleet location. A status of PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

    *)
  3. inbound_permissions : ip_permissions_list option;
    (*

    The port settings for the requested fleet ID.

    *)
  4. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  5. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet that was requested.

    *)
}
type nonrec describe_fleet_port_settings_input = {
  1. location : location_string_model option;
    (*

    A remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as us-west-2.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_fleet_location_utilization_output = {
  1. fleet_utilization : fleet_utilization option;
    (*

    Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.

    *)
}
type nonrec describe_fleet_location_utilization_input = {
  1. location : location_string_model;
    (*

    The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec ec2_instance_counts = {
  1. terminatin_g : whole_number option;
    (*

    Number of instances that are no longer active but haven't yet been terminated.

    *)
  2. idl_e : whole_number option;
    (*

    Number of active instances that are not currently hosting a game session.

    *)
  3. activ_e : whole_number option;
    (*

    Actual number of instances that are ready to host game sessions.

    *)
  4. pendin_g : whole_number option;
    (*

    Number of instances that are starting but not yet active.

    *)
  5. maximu_m : whole_number option;
    (*

    The maximum instance count value allowed.

    *)
  6. minimu_m : whole_number option;
    (*

    The minimum instance count value allowed.

    *)
  7. desire_d : whole_number option;
    (*

    Requested number of active instances. Amazon GameLift Servers takes action as needed to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances. A change in the desired instances value can take up to 1 minute to be reflected when viewing a fleet's capacity settings.

    *)
}

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

type nonrec fleet_capacity = {
  1. managed_capacity_configuration : managed_capacity_configuration option;
    (*

    Configuration settings for managed capacity scaling.

    *)
  2. game_server_container_group_counts : game_server_container_group_counts option;
    (*

    The number and status of game server container groups deployed in a container fleet.

    *)
  3. location : location_string_model option;
    (*

    The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.

    *)
  4. instance_counts : ec2_instance_counts option;
    (*

    The current number of instances in the fleet, listed by instance status. Counts for pending and terminating instances might be non-zero if the fleet is adjusting to a scaling event or if access to resources is temporarily affected.

    *)
  5. instance_type : ec2_instance_type option;
    (*

    The Amazon EC2 instance type that is used for instances in a fleet. Instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

    *)
  6. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  7. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet associated with the location.

    *)
}

Current resource capacity settings for managed EC2 fleets and managed container fleets. For multi-location fleets, location values might refer to a fleet's remote location or its home Region.

Returned by: DescribeFleetCapacity, DescribeFleetLocationCapacity, UpdateFleetCapacity

type nonrec describe_fleet_location_capacity_output = {
  1. fleet_capacity : fleet_capacity option;
    (*

    Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.

    *)
}
type nonrec describe_fleet_location_capacity_input = {
  1. location : location_string_model;
    (*

    The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_fleet_location_attributes_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. location_attributes : location_attributes_list option;
    (*

    Location-specific information on the requested fleet's remote locations.

    *)
  3. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  4. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet that location attributes were requested for.

    *)
}
type nonrec describe_fleet_location_attributes_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.

    *)
  3. locations : location_list option;
    (*

    A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.

    *)
  4. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec event_code =
  1. | LOCATION_STATE_DELETED
  2. | LOCATION_STATE_DELETING
  3. | LOCATION_STATE_ERROR
  4. | LOCATION_STATE_UPDATING
  5. | LOCATION_STATE_ACTIVE
  6. | LOCATION_STATE_ACTIVATING
  7. | LOCATION_STATE_CREATED
  8. | LOCATION_STATE_CREATING
  9. | LOCATION_STATE_PENDING
  10. | GAME_SERVER_CONTAINER_GROUP_REPLACED_UNHEALTHY
  11. | PER_INSTANCE_CONTAINER_GROUP_CRASHED
  12. | GAME_SERVER_CONTAINER_GROUP_CRASHED
  13. | COMPUTE_LOG_UPLOAD_FAILED
  14. | FLEET_CREATION_FAILED_INSTALLER
  15. | FLEET_CREATION_COMPLETED_INSTALLER
  16. | INSTANCE_REPLACED_UNHEALTHY
  17. | INSTANCE_RECYCLED
  18. | INSTANCE_INTERRUPTED
  19. | FLEET_VPC_PEERING_DELETED
  20. | FLEET_VPC_PEERING_FAILED
  21. | FLEET_VPC_PEERING_SUCCEEDED
  22. | FLEET_CREATION_VALIDATING_RUNTIME_CONFIG
  23. | FLEET_CREATION_RUNNING_INSTALLER
  24. | FLEET_CREATION_EXTRACTING_BUILD
  25. | GAME_SESSION_ACTIVATION_TIMEOUT
  26. | SERVER_PROCESS_MISCONFIGURED_CONTAINER_PORT
  27. | SERVER_PROCESS_SDK_INITIALIZATION_FAILED
  28. | SERVER_PROCESS_PROCESS_EXIT_TIMEOUT
  29. | SERVER_PROCESS_FORCE_TERMINATED
  30. | SERVER_PROCESS_TERMINATED_UNHEALTHY
  31. | SERVER_PROCESS_CRASHED
  32. | SERVER_PROCESS_PROCESS_READY_TIMEOUT
  33. | SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT
  34. | SERVER_PROCESS_INVALID_PATH
  35. | FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED
  36. | FLEET_ACTIVATION_FAILED_NO_INSTANCES
  37. | FLEET_ACTIVATION_FAILED
  38. | FLEET_VALIDATION_TIMED_OUT
  39. | FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE
  40. | FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND
  41. | FLEET_BINARY_DOWNLOAD_FAILED
  42. | FLEET_INITIALIZATION_FAILED
  43. | FLEET_STATE_UPDATING
  44. | FLEET_STATE_CREATED
  45. | FLEET_STATE_CREATING
  46. | FLEET_STATE_PENDING
  47. | FLEET_STATE_ERROR
  48. | FLEET_STATE_ACTIVE
  49. | FLEET_STATE_ACTIVATING
  50. | FLEET_STATE_BUILDING
  51. | FLEET_STATE_VALIDATING
  52. | FLEET_STATE_DOWNLOADING
  53. | FLEET_SCALING_EVENT
  54. | FLEET_DELETED
  55. | FLEET_CREATED
  56. | GENERIC_EVENT
type nonrec event_count = Smaws_Lib.CoreTypes.Int64.t
type nonrec event = {
  1. count : event_count option;
    (*

    The number of times that this event occurred.

    *)
  2. pre_signed_log_url : non_zero_and_max_string option;
    (*

    Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift Servers console.

    *)
  3. event_time : timestamp option;
    (*

    Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  4. message : non_empty_string option;
    (*

    Additional information related to the event.

    *)
  5. event_code : event_code option;
    (*

    The type of event being logged.

    Fleet state transition events:

    • FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID.
    • FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. Amazon GameLift Servers is downloading the compressed build and running install scripts.
    • FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift Servers has successfully installed build and is now validating the build files.
    • FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift Servers has successfully verified the build files and is now launching a fleet instance.
    • FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift Servers is launching a game server process on the fleet instance and is testing its connectivity with the Amazon GameLift Servers service.
    • FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.
    • FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details.

    Fleet creation events (ordered by fleet creation activity):

    • FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.
    • FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and Amazon GameLift Serversis now extracting the build files from the uploaded build. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.
    • FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and Amazon GameLift Servers is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.
    • FLEET_CREATION_COMPLETED_INSTALLER -- The game server build files were successfully installed and validation of the installation will begin soon.
    • FLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to install the build files. This event indicates that the failure occurred before Amazon GameLift Servers could start validation.
    • FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift Servers tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.
    • FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.
    • FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.
    • FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.
    • FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.
    • FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.
    • FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.

    VPC peering events:

    • FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift Servers fleet and a VPC in your Amazon Web Services account.
    • FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
    • FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.

    Spot instance events:

    • INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.
    • INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of interruption and is scheduled to be recycled once it has no active game sessions.

    Server process events:

    • SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.
    • SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected (5 minutes). Check your game session log to see why InitSDK() was not called in time. This event is not emitted for managed container fleets and Anywhere fleets unless they're deployed with the Amazon GameLift Servers Agent.
    • SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected (5 minutes) after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.
    • SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.
    • SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.
    • SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after OnProcessTerminate() was sent. Check your game session log to see why termination took longer than expected.
    • SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30 seconds) after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.

    Game session events:

    • GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.

    Other fleet events:

    • FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.
    • FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.
    • FLEET_DELETED -- A request to delete a fleet was initiated.
    • GENERIC_EVENT -- An unspecified event has occurred.
    *)
  6. resource_id : non_zero_and_max_string option;
    (*

    A unique identifier for an event resource, such as a fleet ID.

    *)
  7. event_id : non_zero_and_max_string option;
    (*

    A unique identifier for a fleet event.

    *)
}

Log entry describing an event that involves Amazon GameLift Servers resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

type nonrec event_list = event list
type nonrec describe_fleet_events_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. events : event_list option;
    (*

    A collection of objects containing event log entries for the specified fleet.

    *)
}
type nonrec describe_fleet_events_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

    *)
  3. end_time : timestamp option;
    (*

    The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

    *)
  4. start_time : timestamp option;
    (*

    The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").

    *)
  5. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_fleet_deployment_output = {
  1. locational_deployments : locational_deployments option;
    (*

    If the deployment is for a multi-location fleet, the requests returns the deployment status in each fleet location.

    *)
  2. fleet_deployment : fleet_deployment option;
    (*

    The requested deployment information.

    *)
}
type nonrec describe_fleet_deployment_input = {
  1. deployment_id : deployment_id option;
    (*

    A unique identifier for the deployment to return information for.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the container fleet. You can use either the fleet ID or ARN value.

    *)
}
type nonrec fleet_capacity_list = fleet_capacity list
type nonrec describe_fleet_capacity_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. fleet_capacity : fleet_capacity_list option;
    (*

    A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.

    *)
}
type nonrec describe_fleet_capacity_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

    *)
  3. fleet_ids : fleet_id_or_arn_list option;
    (*

    A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.

    *)
}
type nonrec fleet_type =
  1. | Spot
  2. | OnDemand
type nonrec certificate_type =
  1. | Generated
  2. | Disabled
type nonrec certificate_configuration = {
  1. certificate_type : certificate_type;
    (*

    Indicates whether a TLS/SSL certificate is generated for a fleet.

    Valid values include:

    • GENERATED - Generate a TLS/SSL certificate for this fleet.
    • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
    *)
}

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the Amazon GameLift Servers Server SDK operation GetInstanceCertificate.

type nonrec compute_type =
  1. | ANYWHERE
  2. | EC2
type nonrec fleet_attributes = {
  1. player_gateway_configuration : player_gateway_configuration option;
    (*

    Configuration settings for player gateway on this fleet.

    *)
  2. player_gateway_mode : player_gateway_mode option;
    (*

    Indicates whether player gateway is enabled for this fleet. Player gateway provides benefits such as DDoS protection with negligible impact to latency.

    If ENABLED or REQUIRED, game clients can use player gateway to connect with the game server. If DISABLED, game clients cannot use player gateway. Instead, they have to directly connect to the game server.

    *)
  3. instance_role_credentials_provider : instance_role_credentials_provider option;
    (*

    Indicates that fleet instances maintain a shared credentials file for the IAM role defined in InstanceRoleArn. Shared credentials allow applications that are deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used only when the game server is integrated with the server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets. This attribute is used with fleets where ComputeType is EC2.

    *)
  4. anywhere_configuration : anywhere_configuration option;
    (*

    A set of attributes that are specific to an Anywhere fleet.

    *)
  5. compute_type : compute_type option;
    (*

    The type of compute resource used to host your game servers. You can use your own compute resources with Amazon GameLift Servers Anywhere or use Amazon EC2 instances with managed Amazon GameLift Servers.

    *)
  6. certificate_configuration : certificate_configuration option;
    (*

    Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate.

    *)
  7. instance_role_arn : non_empty_string option;
    (*

    A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This attribute is used with fleets where ComputeType is EC2.

    *)
  8. stopped_actions : fleet_action_list option;
    (*

    A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where ComputeType is EC2.

    *)
  9. metric_groups : metric_group_list option;
    (*

    Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time. This attribute is used with fleets where ComputeType is EC2.

    *)
  10. resource_creation_limit_policy : resource_creation_limit_policy option;
  11. operating_system : operating_system option;
    (*

    The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet. This attribute is used with fleets where ComputeType is EC2.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  12. new_game_session_protection_policy : protection_policy option;
    (*

    The type of game session protection to set on all new instances that are started in the fleet. This attribute is used with fleets where ComputeType is EC2.

    • NoProtection -- The game session can be terminated during a scale-down event.
    • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
    *)
  13. log_paths : string_list option;
    (*

    This parameter is no longer used. Game session log paths are now defined using the Amazon GameLift Servers server API ProcessReady() logParameters. See more information in the Server API Reference.

    *)
  14. server_launch_parameters : launch_parameters_string_model option;
    (*

    This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration. Requests that use this parameter continue to be valid.

    *)
  15. server_launch_path : launch_path_string_model option;
    (*

    This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration. Requests that use this parameter continue to be valid.

    *)
  16. script_arn : script_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.

    *)
  17. script_id : script_id option;
    (*

    A unique identifier for the Realtime script resource that is deployed on instances in this fleet. This attribute is used with fleets where ComputeType is "EC2".

    *)
  18. build_arn : build_arn option;
    (*

    The Amazon Resource Name (ARN) associated with the Amazon GameLift Servers build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value. This attribute is used with fleets where ComputeType is "EC2".

    *)
  19. build_id : build_id option;
    (*

    A unique identifier for the build resource that is deployed on instances in this fleet. This attribute is used with fleets where ComputeType is "EC2".

    *)
  20. status : fleet_status option;
    (*

    Current status of the fleet. Possible fleet statuses include the following:

    • NEW -- A new fleet resource has been defined and Amazon GameLift Servers has started creating the fleet. Desired instances is set to 1.
    • DOWNLOADING/VALIDATING/BUILDING -- Amazon GameLift Servers is download the game server build, running install scripts, and then validating the build files. When complete, Amazon GameLift Servers launches a fleet instance.
    • ACTIVATING -- Amazon GameLift Servers is launching a game server process and testing its connectivity with the Amazon GameLift Servers service.
    • ACTIVE -- The fleet is now ready to host game sessions.
    • ERROR -- An error occurred when downloading, validating, building, or activating the fleet.
    • DELETING -- Hosts are responding to a delete fleet request.
    • TERMINATED -- The fleet no longer exists.
    *)
  21. termination_time : timestamp option;
    (*

    A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  22. creation_time : timestamp option;
    (*

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

    *)
  23. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

    *)
  24. description : non_zero_and_max_string option;
    (*

    A human-readable description of the fleet.

    *)
  25. instance_type : ec2_instance_type option;
    (*

    The Amazon EC2 instance type that the fleet uses. Instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions. This attribute is used with fleets where ComputeType is EC2.

    *)
  26. fleet_type : fleet_type option;
    (*

    Indicates whether the fleet uses On-Demand or Spot instances. For more information, see On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

    *)
  27. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    . In a GameLift fleet ARN, the resource ID matches the FleetId value.

    *)
  28. fleet_id : fleet_id option;
    (*

    A unique identifier for the fleet.

    *)
}

Describes an Amazon GameLift Servers fleet of game hosting resources. Attributes differ based on the fleet's compute type, as follows:

  • EC2 fleet attributes identify a Build resource (for fleets with customer game server builds) or a Script resource (for Amazon GameLift Servers Realtime fleets).
  • Amazon GameLift Servers Anywhere fleets have an abbreviated set of attributes, because most fleet configurations are set directly on the fleet's computes. Attributes include fleet identifiers and descriptive properties, creation/termination time, and fleet status.

Returned by: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetAttributes

type nonrec fleet_attributes_list = fleet_attributes list
type nonrec describe_fleet_attributes_output = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

    *)
  2. fleet_attributes : fleet_attributes_list option;
    (*

    A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.

    *)
}
type nonrec describe_fleet_attributes_input = {
  1. next_token : non_zero_and_max_string option;
    (*

    A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

    *)
  2. limit : positive_integer option;
    (*

    The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

    *)
  3. fleet_ids : fleet_id_or_arn_list option;
    (*

    A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

    *)
}
type nonrec ec2_instance_limit = {
  1. location : location_string_model option;
    (*

    An Amazon Web Services Region code, such as us-west-2.

    *)
  2. instance_limit : whole_number option;
    (*

    The number of instances that is allowed for the specified instance type and location.

    *)
  3. current_instances : whole_number option;
    (*

    The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.

    *)
  4. ec2_instance_type : ec2_instance_type option;
    (*

    The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

    *)
}

The Amazon GameLift Servers service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift Servers allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with Amazon GameLift Servers. You can request an limit increase for your account by using the Service limits page in the Amazon GameLift Servers console.

type nonrec ec2_instance_limit_list = ec2_instance_limit list
type nonrec describe_ec2_instance_limits_output = {
  1. ec2_instance_limits : ec2_instance_limit_list option;
    (*

    The maximum number of instances for the specified instance type.

    *)
}
type nonrec describe_ec2_instance_limits_input = {
  1. location : location_string_model option;
    (*

    The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2.

    *)
  2. ec2_instance_type : ec2_instance_type option;
    (*

    Name of an Amazon EC2 instance type that is supported in Amazon GameLift Servers. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.

    *)
}
type nonrec container_port_mapping = {
  1. protocol : ip_protocol option;
    (*

    The network protocol for the port mapping. Valid values are TCP or UDP.

    *)
  2. connection_port : port_number option;
    (*

    The port number on the fleet instance that maps to the container port. Connection ports are assigned by Amazon GameLift Servers when the container group is deployed to an instance.

    *)
  3. container_port : port_number option;
    (*

    The port number on the container. This port is defined in the container group definition. Container port numbers must be unique within a container group definition.

    *)
}

Describes a mapping between a container port and a connection port on a fleet instance. You define container ports in a container group definition. Amazon GameLift Servers assigns connection ports when it deploys the container group to an instance.

Part of: ContainerGroupPortMapping

type nonrec container_port_mapping_list = container_port_mapping list
type nonrec container_group_port_mapping = {
  1. container_port_mappings : container_port_mapping_list option;
    (*

    A list of ContainerPortMapping objects that describe the port mappings for this container.

    *)
  2. container_runtime_id : non_empty_string option;
    (*

    The runtime ID for the container that's running in a compute. This value is unique within the compute.

    *)
  3. container_name : non_zero_and128_max_ascii_string option;
    (*

    The name of the container, as defined in the container group definition.

    *)
}

Describes the port mappings for a single container in a container group. Each mapping shows how a container port maps to a connection port on the fleet instance.

Returned by: DescribeContainerGroupPortMappings

type nonrec container_group_port_mapping_list = container_group_port_mapping list
type nonrec describe_container_group_port_mappings_output = {
  1. container_group_port_mappings : container_group_port_mapping_list option;
    (*

    A list of ContainerGroupPortMapping objects that describe the port mappings for each container in the container group.

    *)
  2. instance_id : instance_id option;
    (*

    A unique identifier for the fleet instance. For GAME_SERVER requests, this is the instance running the specified compute. For PER_INSTANCE requests, this is the instance specified in the request.

    *)
  3. compute_name : compute_name option;
    (*

    A unique identifier for the compute resource running the game server container group. Returned when ContainerGroupType is GAME_SERVER.

    *)
  4. container_group_type : container_group_type option;
    (*

    The type of container group that was specified in the request. Valid values are GAME_SERVER or PER_INSTANCE.

    *)
  5. container_group_definition_arn : container_group_definition_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to the container group definition. The ARN value also identifies the specific container group definition version in use.

    *)
  6. location : location_string_model option;
    (*

    The location of the fleet instance, expressed as an Amazon Web Services Region code, such as us-west-2.

    *)
  7. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    . In a GameLift fleet ARN, the resource ID matches the FleetId value.

    *)
  8. fleet_id : fleet_id option;
    (*

    A unique identifier for the container fleet.

    *)
}
type nonrec describe_container_group_port_mappings_input = {
  1. container_name : non_zero_and128_max_ascii_string option;
    (*

    A container name to filter the results. When provided, the operation returns port mappings for the specified container only. If no container with the specified name exists in the container group, the request fails with a NotFoundException.

    If not provided, the operation returns port mappings for all containers in the container group.

    *)
  2. instance_id : instance_id option;
    (*

    A unique identifier for the fleet instance to retrieve port mappings for.

    When ContainerGroupType is PER_INSTANCE, this parameter is required.

    When ContainerGroupType is GAME_SERVER, this parameter is optional. If you provide an instance ID, it must match the instance that's running the specified compute. If the instance ID doesn't match, the request fails with an InvalidRequestException.

    *)
  3. compute_name : compute_name_or_arn option;
    (*

    A unique identifier for the compute resource for which to retrieve port mappings. For a container fleet, a compute represents a game server container group running on a fleet instance. You can use either the compute name or ARN value.

    When ContainerGroupType is GAME_SERVER, this parameter is required.

    When ContainerGroupType is PER_INSTANCE, do not provide this parameter. If you provide a compute name with PER_INSTANCE, the request fails with an InvalidRequestException.

    *)
  4. container_group_type : container_group_type;
    (*

    The type of container group to retrieve port mappings for.

    • GAME_SERVER -- Get port mappings for a game server container group.
    • PER_INSTANCE -- Get port mappings for a per-instance container group.
    *)
  5. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the container fleet. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_container_group_definition_output = {
  1. container_group_definition : container_group_definition option;
    (*

    The properties of the requested container group definition resource.

    *)
}
type nonrec describe_container_group_definition_input = {
  1. version_number : positive_integer option;
    (*

    The specific version to retrieve.

    *)
  2. name : container_group_definition_name_or_arn;
    (*

    The unique identifier for the container group definition to retrieve properties for. You can use either the Name or ARN value.

    *)
}
type nonrec describe_container_fleet_output = {
  1. container_fleet : container_fleet option;
    (*

    The properties for the requested container fleet, including current status.

    *)
}
type nonrec describe_container_fleet_input = {
  1. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the container fleet to retrieve. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_compute_output = {
  1. compute : compute option;
    (*

    The set of properties for the requested compute resource.

    *)
}
type nonrec describe_compute_input = {
  1. compute_name : compute_name_or_arn;
    (*

    The unique identifier of the compute resource to retrieve properties for. For a managed container fleet or Anywhere fleet, use a compute name. For an EC2 fleet, use an instance ID. To retrieve a fleet's compute identifiers, call ListCompute.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN value.

    *)
}
type nonrec describe_build_output = {
  1. build : build option;
    (*

    Set of properties describing the requested build.

    *)
}
type nonrec describe_build_input = {
  1. build_id : build_id_or_arn;
    (*

    A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.

    *)
}
type nonrec describe_alias_output = {
  1. alias : alias option;
    (*

    The requested alias resource.

    *)
}
type nonrec describe_alias_input = {
  1. alias_id : alias_id_or_arn;
    (*

    The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.

    *)
}
type nonrec deregister_game_server_input = {
  1. game_server_id : game_server_id;
    (*

    A custom string that uniquely identifies the game server to deregister.

    *)
  2. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group where the game server is running.

    *)
}
type nonrec deregister_compute_output = unit
type nonrec deregister_compute_input = {
  1. compute_name : compute_name_or_arn;
    (*

    The unique identifier of the compute resource to deregister. For an Anywhere fleet compute, use the registered compute name.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet the compute resource is currently registered to.

    *)
}
type nonrec delete_vpc_peering_connection_output = unit
type nonrec delete_vpc_peering_connection_input = {
  1. vpc_peering_connection_id : non_zero_and_max_string;
    (*

    A unique identifier for a VPC peering connection.

    *)
  2. fleet_id : fleet_id;
    (*

    A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.

    *)
}
type nonrec delete_vpc_peering_authorization_output = unit
type nonrec delete_vpc_peering_authorization_input = {
  1. peer_vpc_id : non_zero_and_max_string;
    (*

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

    *)
  2. game_lift_aws_account_id : non_zero_and_max_string;
    (*

    A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift Servers fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

    *)
}
type nonrec delete_script_input = {
  1. script_id : script_id_or_arn;
    (*

    A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

    *)
}
type nonrec delete_scaling_policy_input = {
  1. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

    *)
  2. name : non_zero_and_max_string;
    (*

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

    *)
}
type nonrec delete_matchmaking_rule_set_output = unit
type nonrec delete_matchmaking_rule_set_input = {
  1. name : matchmaking_rule_set_name;
    (*

    A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.

    *)
}
type nonrec delete_matchmaking_configuration_output = unit
type nonrec delete_matchmaking_configuration_input = {
  1. name : matchmaking_configuration_name;
    (*

    A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

    *)
}
type nonrec delete_location_output = unit
type nonrec custom_location_name_or_arn_model = string
type nonrec delete_location_input = {
  1. location_name : custom_location_name_or_arn_model;
    (*

    The location name of the custom location to be deleted.

    *)
}
type nonrec delete_game_session_queue_output = unit
type nonrec delete_game_session_queue_input = {
  1. name : game_session_queue_name_or_arn;
    (*

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.

    *)
}
type nonrec delete_game_server_group_output = {
  1. game_server_group : game_server_group option;
    (*

    An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.

    *)
}
type nonrec delete_game_server_group_input = {
  1. delete_option : game_server_group_delete_option option;
    (*

    The type of delete to perform. Options include the following:

    • SAFE_DELETE – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status.
    • FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.
    • RETAIN – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
    *)
  2. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group. Use either the name or ARN value.

    *)
}
type nonrec delete_fleet_locations_output = {
  1. location_states : location_state_list option;
    (*

    The remote locations that are being deleted, with each location status set to DELETING.

    *)
  2. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  3. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet that location attributes are being deleted for.

    *)
}
type nonrec delete_fleet_locations_input = {
  1. locations : location_list;
    (*

    The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

    *)
}
type nonrec delete_fleet_input = {
  1. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

    *)
}
type nonrec delete_container_group_definition_output = unit
type nonrec delete_container_group_definition_input = {
  1. version_count_to_retain : whole_number option;
    (*

    The number of most recent versions to keep while deleting all older versions.

    *)
  2. version_number : positive_integer option;
    (*

    The specific version to delete.

    *)
  3. name : container_group_definition_name_or_arn;
    (*

    The unique identifier for the container group definition to delete. You can use either the Name or ARN value.

    *)
}
type nonrec delete_container_fleet_output = unit
type nonrec delete_container_fleet_input = {
  1. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the container fleet to delete. You can use either the fleet ID or ARN value.

    *)
}
type nonrec delete_build_input = {
  1. build_id : build_id_or_arn;
    (*

    A unique identifier for the build to delete. You can use either the build ID or ARN value.

    *)
}
type nonrec delete_alias_input = {
  1. alias_id : alias_id_or_arn;
    (*

    A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.

    *)
}
type nonrec create_vpc_peering_connection_output = unit
type nonrec create_vpc_peering_connection_input = {
  1. peer_vpc_id : non_zero_and_max_string;
    (*

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

    *)
  2. peer_vpc_aws_account_id : non_zero_and_max_string;
    (*

    A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift Servers fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.

    *)
  3. fleet_id : fleet_id;
    (*

    A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift Servers which GameLift VPC to peer with.

    *)
}
type nonrec create_vpc_peering_authorization_output = {
  1. vpc_peering_authorization : vpc_peering_authorization option;
    (*

    Details on the requested VPC peering authorization, including expiration.

    *)
}
type nonrec create_vpc_peering_authorization_input = {
  1. peer_vpc_id : non_zero_and_max_string;
    (*

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

    *)
  2. game_lift_aws_account_id : non_zero_and_max_string;
    (*

    A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift Servers fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

    *)
}
type nonrec create_script_output = {
  1. script : script option;
    (*

    The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift Servers service.

    *)
}
type nonrec create_script_input = {
  1. node_js_version : node_js_version option;
    (*

    The Node.js version used for execution of your Realtime script. The valid values are 10.x | 24.x. By default, NodeJsVersion is 10.x. This value cannot be updated later.

    Node.js 10 will reach end of support on September 30, 2026. See more details in the Node.js 10 FAQs. For migration guidance, see Migrating from Node.js 10 to 24.

    *)
  2. tags : tag_list option;
    (*

    A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

    *)
  3. zip_file : zip_blob option;
    (*

    A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

    When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

    *)
  4. storage_location : s3_location option;
    (*

    The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift Servers to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

    *)
  5. version : non_zero_and_max_string option;
    (*

    Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

    *)
  6. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

    *)
}
type nonrec create_player_sessions_output = {
  1. player_sessions : player_session_list option;
    (*

    A collection of player session objects created for the added players.

    *)
}
type nonrec create_player_sessions_input = {
  1. player_data_map : player_data_map option;
    (*

    Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.

    *)
  2. player_ids : player_id_list;
    (*

    List of unique identifiers for the players to be added.

    *)
  3. game_session_id : arn_string_model;
    (*

    An identifier for the game session that is unique across all regions to add players to. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec create_player_session_output = {
  1. player_session : player_session option;
    (*

    Object that describes the newly created player session record.

    *)
}
type nonrec create_player_session_input = {
  1. player_data : player_data option;
    (*

    Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.

    *)
  2. player_id : player_id;
    (*

    A unique identifier for a player. Player IDs are developer-defined.

    *)
  3. game_session_id : arn_string_model;
    (*

    An identifier for the game session that is unique across all regions to add a player to. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    .

    *)
}
type nonrec create_matchmaking_rule_set_output = {
  1. rule_set : matchmaking_rule_set;
    (*

    The newly created matchmaking rule set.

    *)
}
type nonrec create_matchmaking_rule_set_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  2. rule_set_body : rule_set_body;
    (*

    A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

    *)
  3. name : matchmaking_id_string_model;
    (*

    A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

    *)
}
type nonrec create_matchmaking_configuration_output = {
  1. configuration : matchmaking_configuration option;
    (*

    Object that describes the newly created matchmaking configuration.

    *)
}
type nonrec create_matchmaking_configuration_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  2. flex_match_mode : flex_match_mode option;
    (*

    Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.

    • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
    • WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.
    *)
  3. backfill_mode : backfill_mode option;
    (*

    The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have Amazon GameLift Servers create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

    *)
  4. game_session_data : game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

    *)
  5. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  6. custom_event_data : custom_event_data option;
    (*

    Information to be added to all events related to this matchmaking configuration.

    *)
  7. additional_player_count : whole_number option;
    (*

    The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

    *)
  8. notification_target : sns_arn_string_model option;
    (*

    An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

    *)
  9. rule_set_name : matchmaking_rule_set_name;
    (*

    A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

    *)
  10. acceptance_required : boolean_model;
    (*

    A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

    *)
  11. acceptance_timeout_seconds : matchmaking_acceptance_timeout_integer option;
    (*

    The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

    *)
  12. request_timeout_seconds : matchmaking_request_timeout_integer;
    (*

    The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

    *)
  13. game_session_queue_arns : queue_arns_list option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::gamesessionqueue/

    . Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

    *)
  14. description : non_zero_and_max_string option;
    (*

    A human-readable description of the matchmaking configuration.

    *)
  15. name : matchmaking_id_string_model;
    (*

    A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

    *)
}
type nonrec create_location_output = {
  1. location : location_model option;
    (*

    The details of the custom location you created.

    *)
}
type nonrec custom_input_location_string_model = string
type nonrec create_location_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the new resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.

    *)
  2. location_name : custom_input_location_string_model;
    (*

    A descriptive name for the custom location.

    *)
}
type nonrec create_game_session_queue_output = {
  1. game_session_queue : game_session_queue option;
    (*

    An object that describes the newly created game session queue.

    *)
}
type nonrec create_game_session_queue_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  2. notification_target : queue_sns_arn_string_model option;
    (*

    An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

    *)
  3. custom_event_data : queue_custom_event_data option;
    (*

    Information to be added to all events that are related to this game session queue.

    *)
  4. priority_configuration : priority_configuration option;
    (*

    Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

    *)
  5. filter_configuration : filter_configuration option;
    (*

    A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

    *)
  6. destinations : game_session_queue_destination_list option;
    (*

    A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

    *)
  7. player_latency_policies : player_latency_policy_list option;
    (*

    A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value.

    *)
  8. timeout_in_seconds : whole_number option;
    (*

    The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. If you don't specify a request timeout, the queue uses a default value.

    The minimum value is 10 and the maximum value is 600.

    *)
  9. name : game_session_queue_name;
    (*

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

    *)
}
type nonrec fleet_capacity_exceeded_exception = {
  1. message : non_empty_string option;
}

The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

type nonrec create_game_session_output = {
  1. game_session : game_session option;
    (*

    Object that describes the newly created game session record.

    *)
}
type nonrec create_game_session_input = {
  1. location : location_string_model option;
    (*

    A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.

    *)
  2. game_session_data : large_game_session_data option;
    (*

    A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.

    *)
  3. idempotency_token : id_string_model option;
    (*

    Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. The value is always a full ARN in the following format: For Home Region game session -

    arn:aws:gamelift:::gamesession//

    . For Remote Location game session -

    arn:aws:gamelift:::gamesession///

    . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

    *)
  4. game_session_id : id_string_model option;
    (*

    This parameter is deprecated. Use IdempotencyToken instead.

    Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

    *)
  5. creator_id : non_zero_and_max_string option;
    (*

    A unique identifier for a player or entity creating the game session.

    If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift Servers limits the number of game session creation requests with the same CreatorId in a specified time period.

    If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift Servers limits requests to one request per CreatorId per second.

    To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.

    *)
  6. game_properties : game_property_list option;
    (*

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.

    • Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.
    • If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.
    *)
  7. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a game session. Session names do not need to be unique.

    *)
  8. maximum_player_session_count : whole_number;
    (*

    The maximum number of players that can be connected simultaneously to the game session.

    *)
  9. alias_id : alias_id_or_arn option;
    (*

    A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

    *)
  10. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

    *)
}
type nonrec create_game_server_group_output = {
  1. game_server_group : game_server_group option;
    (*

    The newly created game server group object, including the new ARN value for the Amazon GameLift Servers FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.

    *)
}
type nonrec create_game_server_group_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  2. vpc_subnets : vpc_subnets option;
    (*

    A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift Servers FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

    *)
  3. game_server_protection_policy : game_server_protection_policy option;
    (*

    A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

    *)
  4. balancing_strategy : balancing_strategy option;
    (*

    Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

    • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
    • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
    • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
    *)
  5. auto_scaling_policy : game_server_group_auto_scaling_policy option;
    (*

    Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

    *)
  6. instance_definitions : instance_definitions;
    (*

    The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

    *)
  7. launch_template : launch_template_specification;
    (*

    The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

    If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift Servers FleetIQ uses your account's default VPC.

    *)
  8. max_size : positive_integer;
    (*

    The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

    *)
  9. min_size : whole_number;
    (*

    The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

    *)
  10. role_arn : iam_role_arn;
    (*

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.

    *)
  11. game_server_group_name : game_server_group_name;
    (*

    An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift Servers FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.

    *)
}
type nonrec create_fleet_locations_output = {
  1. location_states : location_state_list option;
    (*

    The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, Amazon GameLift Servers updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.

    *)
  2. fleet_arn : fleet_arn option;
    (*

    The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is

    arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912

    .

    *)
  3. fleet_id : fleet_id_or_arn option;
    (*

    A unique identifier for the fleet that was updated with new locations.

    *)
}
type nonrec create_fleet_locations_input = {
  1. locations : location_configuration_list;
    (*

    A list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon GameLift Servers-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.

    *)
  2. fleet_id : fleet_id_or_arn;
    (*

    A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

    *)
}
type nonrec create_fleet_output = {
  1. location_states : location_state_list option;
    (*

    The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, Amazon GameLift Servers updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

    *)
  2. fleet_attributes : fleet_attributes option;
    (*

    The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

    *)
}
type nonrec create_fleet_input = {
  1. player_gateway_configuration : player_gateway_configuration option;
    (*

    Configuration settings for player gateway. Use this to specify advanced options for how player gateway handles connections.

    *)
  2. player_gateway_mode : player_gateway_mode option;
    (*

    Configures player gateway for your fleet. Player gateway provides benefits such as DDoS protection by rate limiting and validating traffic before it reaches game servers, hiding game server IP addresses from players, and providing updated endpoints when relay endpoints become unhealthy. Note, player gateway is only available for fleets using server SDK 5.x or later game server builds.

    How it works: When enabled, game clients connect to relay endpoints instead of to your game servers. Player gateway validates player gateway tokens and routes traffic to the appropriate game server. Your game backend calls GetPlayerConnectionDetails to retrieve relay endpoints and player gateway tokens for your game clients. To learn more about this topic, see DDoS protection with Amazon GameLift Servers player gateway.

    Possible values include:

    • DISABLED (default) -- Game clients connect to the game server endpoint. Use this when you do not intend to integrate your game with player gateway.
    • ENABLED -- Player gateway is available in fleet locations where it is supported. Your game backend can call GetPlayerConnectionDetails to obtain a player gateway token and endpoints for game clients.
    • REQUIRED -- Player gateway is available in fleet locations where it is supported, and the fleet can only use locations that support this feature. Attempting to add a remote location to your fleet which does not support player gateway will result in an InvalidRequestException.
    *)
  3. instance_role_credentials_provider : instance_role_credentials_provider option;
    (*

    Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.

    *)
  4. anywhere_configuration : anywhere_configuration option;
    (*

    Amazon GameLift Servers Anywhere configuration options.

    *)
  5. compute_type : compute_type option;
    (*

    The type of compute resource used to host your game servers.

    • EC2 – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.
    • ANYWHERE – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the AnywhereConfiguration parameter.
    *)
  6. tags : tag_list option;
    (*

    A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  7. locations : location_configuration_list option;
    (*

    A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

    *)
  8. certificate_configuration : certificate_configuration option;
    (*

    Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

    Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

    ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

    *)
  9. instance_role_arn : non_empty_string option;
    (*

    A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This fleet property can't be changed after the fleet is created.

    *)
  10. fleet_type : fleet_type option;
    (*

    Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

    *)
  11. peer_vpc_id : non_zero_and_max_string option;
    (*

    A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

    *)
  12. peer_vpc_aws_account_id : non_zero_and_max_string option;
    (*

    Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

    *)
  13. metric_groups : metric_group_list option;
    (*

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

    *)
  14. resource_creation_limit_policy : resource_creation_limit_policy option;
    (*

    A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

    *)
  15. runtime_configuration : runtime_configuration option;
    (*

    Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.

    This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

    *)
  16. new_game_session_protection_policy : protection_policy option;
    (*

    The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

    • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
    • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.
    *)
  17. ec2_inbound_permissions : ip_permissions_list option;
    (*

    The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.

    *)
  18. ec2_instance_type : ec2_instance_type option;
    (*

    The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

    *)
  19. log_paths : string_list option;
    (*

    This parameter is no longer used. To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Servers Developer Guide.

    *)
  20. server_launch_parameters : launch_parameters_string_model option;
    (*

    This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

    *)
  21. server_launch_path : launch_path_string_model option;
    (*

    This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

    *)
  22. script_id : script_id_or_arn option;
    (*

    The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.

    *)
  23. build_id : build_id_or_arn option;
    (*

    The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in READY status. This fleet property can't be changed after the fleet is created.

    *)
  24. description : non_zero_and_max_string option;
    (*

    A description for the fleet.

    *)
  25. name : non_zero_and_max_string;
    (*

    A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

    *)
}
type nonrec create_container_group_definition_output = {
  1. container_group_definition : container_group_definition option;
    (*

    The properties of the new container group definition resource. You can use this resource to create a container fleet.

    *)
}
type nonrec create_container_group_definition_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the container group definition resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  2. version_description : non_zero_and_max_string option;
    (*

    A description for the initial version of this container group definition.

    *)
  3. operating_system : container_operating_system;
    (*

    The platform that all containers in the group use. Containers in a group must run on the same operating system.

    Default value: AMAZON_LINUX_2023

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    *)
  4. support_container_definitions : support_container_definition_input_list option;
    (*

    One or more definition for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.

    *)
  5. game_server_container_definition : game_server_container_definition_input option;
    (*

    The definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER. Game server containers specify a container image with your game server build. You can pass in your container definitions as a JSON file.

    *)
  6. total_vcpu_limit : container_total_vcpu_limit;
    (*

    The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group.

    Default value: 1

    *)
  7. total_memory_limit_mebibytes : container_total_memory_limit;
    (*

    The maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for an individual container, the total value must be greater than any individual container's memory limit.

    Default value: 1024

    *)
  8. container_group_type : container_group_type option;
    (*

    The type of container group being defined. Container group type determines how Amazon GameLift Servers deploys the container group on each fleet instance.

    Default value: GAME_SERVER

    *)
  9. name : container_group_definition_name;
    (*

    A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.

    *)
}
type nonrec create_container_fleet_output = {
  1. container_fleet : container_fleet option;
    (*

    The properties for the new container fleet, including current status. All fleets are initially placed in PENDING status.

    *)
}
type nonrec create_container_fleet_input = {
  1. player_gateway_mode : player_gateway_mode option;
    (*

    Configures player gateway for your fleet. Player gateway provides benefits such as DDoS protection by rate limiting and validating traffic before it reaches game servers, hiding game server IP addresses from players, and providing updated endpoints when relay endpoints become unhealthy.

    How it works: When enabled, game clients connect to relay endpoints instead of to your game servers. Player gateway validates player gateway tokens and routes traffic to the appropriate game server. Your game backend calls GetPlayerConnectionDetails to retrieve relay endpoints and player gateway tokens for your game clients. To learn more about this topic, see DDoS protection with Amazon GameLift Servers player gateway.

    Possible values include:

    • DISABLED (default) -- Game clients connect to the game server endpoint. Use this when you do not intend to integrate your game with player gateway.
    • ENABLED -- Player gateway is available in fleet locations where it is supported. Your game backend can call GetPlayerConnectionDetails to obtain a player gateway token and endpoints for game clients.
    • REQUIRED -- Player gateway is available in fleet locations where it is supported, and the fleet can only use locations that support this feature. Attempting to add a remote location to your fleet which does not support player gateway will result in an InvalidRequestException.
    *)
  2. tags : tag_list option;
    (*

    A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  3. log_configuration : log_configuration option;
    (*

    A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:

    • CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.
    • S3 -- Store logs in an Amazon S3 bucket that you define.
    • NONE -- Don't collect container logs.

    By default, this property is set to CLOUDWATCH.

    Amazon GameLift Servers requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn).

    *)
  4. game_session_creation_limit_policy : game_session_creation_limit_policy option;
    (*

    A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

    *)
  5. new_game_session_protection_policy : protection_policy option;
    (*

    Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.

    • NoProtection -- Game sessions can be shut down during active gameplay.
    • FullProtection -- Game sessions in ACTIVE status can't be shut down.

    By default, this property is set to NoProtection.

    *)
  6. metric_groups : metric_group_list option;
    (*

    The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group, but you can change this value at any time.

    *)
  7. locations : location_configuration_list option;
    (*

    A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

    *)
  8. billing_type : container_fleet_billing_type option;
    (*

    Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

    By default, this property is set to ON_DEMAND.

    You can't update this fleet property later.

    *)
  9. instance_type : non_zero_and_max_string option;
    (*

    The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.

    By default, Amazon GameLift Servers uses the c5.large instance type. If this instance type does not have sufficient resources for your container groups, you can choose a different instance type that better fits your needs. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

    You can't update this fleet property later.

    *)
  10. game_server_container_groups_per_instance : game_server_container_groups_per_instance option;
    (*

    The number of times to replicate the game server container group on each fleet instance.

    By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.

    *)
  11. instance_inbound_permissions : ip_permissions_list option;
    (*

    The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished.

    By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

    • Protocol: UDP
    • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the per instance container group definition]

    You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.

    If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

    The port range must not overlap with the Amazon GameLift Servers reserved port range 4092-4191. This range is reserved for internal Amazon GameLift Servers services.

    *)
  12. instance_connection_port_range : connection_port_range option;
    (*

    The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.

    By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

    • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the per instance container group definition]

    You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.

    If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

    The port range must not overlap with the Amazon GameLift Servers reserved port range 4092-4191. This range is reserved for internal Amazon GameLift Servers services.

    *)
  13. per_instance_container_group_definition_name : container_group_definition_name_or_arn option;
    (*

    The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

    Create a container group definition by calling https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html. This operation creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.

    *)
  14. game_server_container_group_definition_name : container_group_definition_name_or_arn option;
    (*

    A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

    Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

    *)
  15. description : non_zero_and_max_string option;
    (*

    A meaningful description of the container fleet.

    *)
  16. fleet_role_arn : iam_role_arn;
    (*

    The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. Use an IAM service role with the GameLiftContainerFleetPolicy managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created.

    IAM role ARN values use the following pattern: arn:aws:iam::[Amazon Web Services account]:role/[role name].

    *)
}
type nonrec create_build_output = {
  1. storage_location : s3_location option;
    (*

    Amazon S3 location for your game build file, including bucket name and key.

    *)
  2. upload_credentials : aws_credentials option;
    (*

    This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift Servers. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.

    *)
  3. build : build option;
    (*

    The newly created build resource, including a unique build IDs and status.

    *)
}
type nonrec create_build_input = {
  1. server_sdk_version : server_sdk_version option;
    (*

    A server SDK version you used when integrating your game server build with Amazon GameLift Servers. For more information see Integrate games with custom game servers. By default Amazon GameLift Servers sets this value to 4.0.2.

    *)
  2. tags : tag_list option;
    (*

    A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

    *)
  3. operating_system : operating_system option;
    (*

    The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.

    Amazon Linux 2 (AL2) will reach end of support on 6/30/2026. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

    Windows Server 2016 will reach end of support on 1/12/2027. For game servers that are hosted on Windows Server 2016 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to Windows Server 2022 instances. See Migrate to server SDK version 5.

    *)
  4. storage_location : s3_location option;
    (*

    Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift Servers to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

    If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift Servers will report a SizeOnDisk of 0.

    *)
  5. version : non_zero_and_max_string option;
    (*

    Version information that is associated with a build or script. Version strings do not need to be unique. You can change this value later.

    *)
  6. name : non_zero_and_max_string option;
    (*

    A descriptive label that is associated with a build. Build names do not need to be unique. You can change this value later.

    *)
}
type nonrec create_alias_output = {
  1. alias : alias option;
    (*

    The newly created alias resource.

    *)
}
type nonrec create_alias_input = {
  1. tags : tag_list option;
    (*

    A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    *)
  2. routing_strategy : routing_strategy;
    (*

    The routing configuration, including routing type and fleet target, for the alias.

    *)
  3. description : non_zero_and_max_string option;
    (*

    A human-readable description of the alias.

    *)
  4. name : non_blank_and_length_constraint_string;
    (*

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

    *)
}
type nonrec claim_game_server_output = {
  1. game_server : game_server option;
    (*

    Object that describes the newly claimed game server.

    *)
}
type nonrec filter_instance_status =
  1. | DRAINING
  2. | ACTIVE
type nonrec filter_instance_statuses = filter_instance_status list
type nonrec claim_filter_option = {
  1. instance_statuses : filter_instance_statuses option;
    (*

    List of instance statuses that game servers may be claimed on. If provided, the list must contain the ACTIVE status.

    *)
}

Filters which game servers may be claimed when calling ClaimGameServer.

type nonrec claim_game_server_input = {
  1. filter_option : claim_filter_option option;
    (*

    Object that restricts how a claimed game server is chosen.

    *)
  2. game_server_data : game_server_data option;
    (*

    A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

    *)
  3. game_server_id : game_server_id option;
    (*

    A custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift Servers FleetIQ searches for an available game server in the specified game server group.

    *)
  4. game_server_group_name : game_server_group_name_or_arn;
    (*

    A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift Servers FleetIQ to look for an available game server to claim.

    *)
}
type nonrec accept_match_output = unit
type nonrec acceptance_type =
  1. | REJECT
  2. | ACCEPT
type nonrec accept_match_input = {
  1. acceptance_type : acceptance_type;
    (*

    Player response to the proposed match.

    *)
  2. player_ids : player_ids_for_accept_match;
    (*

    A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

    *)
  3. ticket_id : matchmaking_id_string_model;
    (*

    A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

    *)
}