String aliasId
Unique identifier for an alias; alias IDs are unique within a region.
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
String aliasArn
Unique identifier for an alias; alias ARNs are unique across all regions.
String description
Human-readable description of an alias.
RoutingStrategy routingStrategy
Alias configuration for the alias, including routing type and settings.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date lastUpdatedTime
Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String buildId
Unique identifier for a build.
String name
Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
String version
Version that is associated with this build. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild.
String status
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.
Long sizeOnDisk
File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this
value is 0.
String operatingSystem
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.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
String description
Human-readable description of an alias.
RoutingStrategy routingStrategy
Object that specifies the fleet and routing type to use for the alias.
Alias alias
Object that describes the newly created alias record.
String name
Descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.
String version
Version that is associated with this build. Version strings do not need to be unique. You can use UpdateBuild to change this value later.
S3Location storageLocation
Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account
that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build
in. Before calling CreateBuild with this location, you must allow Amazon GameLift to access your
Amazon S3 bucket (see Create a Build with Files in Amazon S3).
String operatingSystem
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. If your game build contains multiple executables, they all must run on the same operating system.
Build build
The newly created build record, including a unique build ID and status.
Credentials uploadCredentials
This element is not currently in use.
S3Location storageLocation
Amazon S3 location specified in the request.
String name
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
String description
Human-readable description of a fleet.
String buildId
Unique identifier for a build to be deployed on the new fleet. The build must have been successfully uploaded to
Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is
created.
String serverLaunchPath
This parameter is no longer used. Instead, specify a server launch path using the
RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters
instead of a run-time configuration will continue to work.)
String serverLaunchParameters
This parameter is no longer used. Instead, specify server launch parameters in the
RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters
instead of a run-time configuration will continue to work.)
List<E> logPaths
This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server
process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more
directory paths in logParameters. See more information in the Server API Reference.
String eC2InstanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
List<E> eC2InboundPermissions
Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. If no inbound permissions are set, including both IP address range and port range, the server processes in the fleet cannot accept connections. You can specify one or more sets of permissions for a fleet.
String newGameSessionProtectionPolicy
Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances 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.
RuntimeConfiguration runtimeConfiguration
Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet
has a collection of server process configurations, one for each type of server process to run on an instance. A
server process configuration specifies the location of the server executable, launch parameters, and the number
of concurrent processes with that configuration to maintain on each instance. A CreateFleet request must include
a run-time configuration with at least one server process configuration; otherwise the request fails with an
invalid request exception. (This parameter replaces the parameters ServerLaunchPath and
ServerLaunchParameters; requests that contain values for these parameters instead of a run-time
configuration will continue to work.)
ResourceCreationLimitPolicy resourceCreationLimitPolicy
Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
List<E> metricGroups
Names of metric groups to add this fleet to. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.
FleetAttributes fleetAttributes
Properties for the newly created fleet.
String name
Descriptive label that is associated with queue. Queue names must be unique within each region.
Integer timeoutInSeconds
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.
List<E> playerLatencyPolicies
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.
List<E> destinations
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
GameSessionQueue gameSessionQueue
Object that describes the newly created game session queue.
String fleetId
Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.
String aliasId
Unique identifier for an alias associated with the fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String name
Descriptive label that is associated with a game session. Session names do not need to be unique.
List<E> gameProperties
Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.
String creatorId
Unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.
String gameSessionId
This parameter is no longer preferred. Please 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. (A game session ID has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.)
String idempotencyToken
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. (A game session ID has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.)
GameSession gameSession
Object that describes the newly created game session record.
String gameSessionId
Unique identifier for the game session to add a player to.
String playerId
Unique identifier for a player. Player IDs are developer-defined.
String playerData
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
PlayerSession playerSession
Object that describes the newly created player session record.
String gameSessionId
Unique identifier for the game session to add players to.
List<E> playerIds
List of unique identifiers for the players to be added.
Map<K,V> playerDataMap
Map of string pairs, each specifying a player ID and a set of developer-defined information related to the
player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data
strings for player IDs not included in the PlayerIds parameter are ignored.
String aliasId
Unique identifier for a fleet alias. Specify the alias you want to delete.
String buildId
Unique identifier for a build to delete.
String fleetId
Unique identifier for a fleet to be deleted.
String name
Descriptive label that is associated with queue. Queue names must be unique within each region.
String aliasId
Unique identifier for a fleet alias. Specify the alias you want to retrieve.
Alias alias
Object that contains the requested alias.
String buildId
Unique identifier for a build to retrieve properties for.
Build build
Set of properties describing the requested build.
String eC2InstanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.
List<E> fleetIds
Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.
Integer limit
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.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
List<E> fleetAttributes
Collection of objects containing attribute metadata for each requested fleet ID.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
List<E> fleetIds
Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.
Integer limit
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.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
List<E> fleetCapacity
Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to get event logs for.
Date startTime
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").
Date endTime
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").
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
String fleetId
Unique identifier for a fleet to retrieve port settings for.
List<E> fleetIds
Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.
Integer limit
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.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
List<E> fleetUtilization
Collection of objects containing utilization information for each requested fleet ID.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to retrieve all game sessions active on the fleet.
String gameSessionId
Unique identifier for the game session to retrieve.
String aliasId
Unique identifier for an alias associated with the fleet to retrieve all game sessions for.
String statusFilter
Game session status to filter results on. Possible game session statuses include ACTIVE,
TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
List<E> gameSessionDetails
Collection of objects containing game session properties and the protection policy currently in force for each session matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String placementId
Unique identifier for a game session placement to retrieve.
GameSessionPlacement gameSessionPlacement
Object that describes the requested game session placement.
List<E> names
List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
List<E> gameSessionQueues
Collection of objects that describes the requested game session queues.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to retrieve all game sessions for.
String gameSessionId
Unique identifier for the game session to retrieve. You can use either a GameSessionId or
GameSessionArn value.
String aliasId
Unique identifier for an alias associated with the fleet to retrieve all game sessions for.
String statusFilter
Game session status to filter results on. Possible game session statuses include ACTIVE,
TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
List<E> gameSessions
Collection of objects containing game session properties for each session matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to retrieve instance information for.
String instanceId
Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
String gameSessionId
Unique identifier for the game session to retrieve player sessions for.
String playerId
Unique identifier for a player to retrieve player sessions for.
String playerSessionId
Unique identifier for a player session to retrieve.
String playerSessionStatusFilter
Player session status to filter results on.
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 time-out limit (60 seconds).
Integer limit
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.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
List<E> playerSessions
Collection of objects containing properties for each player session that matches the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String fleetId
Unique identifier for a fleet to get the run-time configuration for.
RuntimeConfiguration runtimeConfiguration
Instructions describing how server processes should be launched and maintained on each instance in the fleet.
String fleetId
Unique identifier for a fleet to retrieve scaling policies for.
String statusFilter
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.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
List<E> scalingPolicies
Collection of objects containing the scaling policies matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
Integer dESIRED
Ideal number of active instances in the fleet.
Integer mINIMUM
Minimum value allowed for the fleet's instance count.
Integer mAXIMUM
Maximum value allowed for the fleet's instance count.
Integer pENDING
Number of instances in the fleet that are starting but not yet active.
Integer aCTIVE
Actual number of active instances in the fleet.
Integer iDLE
Number of active instances in the fleet that are not currently hosting a game session.
Integer tERMINATING
Number of instances in the fleet that are no longer active but haven't yet been terminated.
String eC2InstanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
Integer currentInstances
Number of instances of the specified type that are currently in use by this AWS account.
Integer instanceLimit
Number of instances allowed.
String eventId
Unique identifier for a fleet event.
String resourceId
Unique identifier for an event resource, such as a fleet ID.
String eventCode
Type of event being logged. The following events are currently in use:
General events:
GENERIC_EVENT – An unspecified event has occurred.
Fleet creation events:
FLEET_CREATED – A fleet record was successfully created with a status of NEW. Event messaging includes the fleet ID.
FLEET_STATE_DOWNLOADING – Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.
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 the build files are now being extracted from the uploaded build and saved to an instance. 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 the Amazon GameLift 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 sucessfully. Access the logs by using the URL in PreSignedLogUrl).
FLEET_CREATION_VALIDATING_RUNTIME_CONFIG – The build process was successful, and the Amazon GameLift is now verifying that the game server launch path(s), which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift 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 run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl). Once the game server is launched, failures and crashes are logged; these logs can be downloaded from the Amazon GameLift console.
FLEET_STATE_VALIDATING – Fleet status changed from DOWNLOADING to VALIDATING.
FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND – Validation of the run-time validation failed because the executable specified in a launch path does not exist on the instance.
FLEET_STATE_BUILDING – Fleet status changed from VALIDATING to BUILDING.
FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE – Validation of the runtime validation failed because the executable specified in a launch path failed to run on the fleet instance.
FLEET_STATE_ACTIVATING – Fleet status changed from BUILDING to ACTIVATING.
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. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service.
FLEET_STATE_ACTIVE – The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.
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.
String message
Additional information related to the event.
Date eventTime
Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String preSignedLogUrl
Location of stored logs with additional detail related to the event, useful for debugging issues. The URL is valid for 15 minutes. Fleet creation logs can also be accessed through the Amazon GameLift console.
String fleetId
Unique identifier for a fleet.
String fleetArn
Identifier for a fleet that is unique across all regions.
String description
Human-readable description of the fleet.
String name
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date terminationTime
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String status
Current status of the fleet.
Possible fleet statuses include the following:
NEW – A new fleet has been defined and desired instances is set to 1.
DOWNLOADING/VALIDATING/BUILDING/ACTIVATING – Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes.
ACTIVE – Hosts can now accept 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.
String buildId
Unique identifier for a build.
String serverLaunchPath
Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.
String serverLaunchParameters
Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.
List<E> logPaths
Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift
automatically uploads logs that are stored on each instance at C:\game\logs (for Windows) or
/local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.
String newGameSessionProtectionPolicy
Type of game session protection to set for all new instances started in the fleet.
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.
String operatingSystem
Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
Fleet policy to limit the number of game sessions an individual player can create over a span of time.
List<E> metricGroups
Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.
String fleetId
Unique identifier for a fleet.
String instanceType
Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
EC2InstanceCounts instanceCounts
Current status of fleet capacity.
String fleetId
Unique identifier for a fleet.
Integer activeServerProcessCount
Number of server processes in an ACTIVE status currently running across all instances in the fleet
Integer activeGameSessionCount
Number of active game sessions currently being hosted on all instances in the fleet.
Integer currentPlayerSessionCount
Number of active player sessions currently being hosted on all instances in the fleet.
Integer maximumPlayerSessionCount
Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.
String gameSessionId
Unique identifier for the game session. A game session ID has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
String name
Descriptive label that is associated with a game session. Session names do not need to be unique.
String fleetId
Unique identifier for a fleet the game session is running on.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date terminationTime
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Integer currentPlayerSessionCount
Number of players currently in the game session.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String status
Current status of the game session. A game session must have an ACTIVE status to have player
sessions.
List<E> gameProperties
Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
Integer port
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
String playerSessionCreationPolicy
Indicates whether or not the game session is accepting new players.
String creatorId
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.
GameSession gameSession
Object that describes a game session.
String protectionPolicy
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.
String placementId
Unique identifier for a game session placement.
String gameSessionQueueName
Descriptive label that is associated with queue. Queue names must be unique within each region.
String status
Current status of the game session placement request.
PENDING – The placement request is currently in the queue waiting to be processed.
FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.
TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
List<E> gameProperties
Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String gameSessionName
Descriptive label that is associated with a game session. Session names do not need to be unique.
String gameSessionId
Unique identifier for the game session. This value is set once the new game session is placed (placement status is Fulfilled).
String gameSessionArn
Identifier for the game session created by this placement request. This value is set once the new game session is
placed (placement status is Fulfilled). This identifier is unique across all regions. You can use this value as a
GameSessionId value as needed.
String gameSessionRegion
Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is Fulfilled).
List<E> playerLatencies
Set of values, expressed in milliseconds, indicating the amount of latency that players are experiencing when connected to AWS regions.
Date startTime
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").
Date endTime
Time stamp indicating when this request was completed, canceled, or timed out.
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is Fulfilled).
Integer port
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is Fulfilled).
List<E> placedPlayerSessions
Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is Fulfilled). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.
String name
Descriptive label that is associated with queue. Queue names must be unique within each region.
String gameSessionQueueArn
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
Integer timeoutInSeconds
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.
List<E> playerLatencyPolicies
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
List<E> destinations
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
String destinationArn
Amazon Resource Name (ARN) 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.
String gameSessionId
Unique identifier for the game session to get logs for.
String preSignedUrl
Location of the requested game session logs, available for download.
String fleetId
Unique identifier for a fleet that contains the instance you want access to. The fleet can be in any of the
following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an
ERROR status may be accessible for a short time before they are deleted.
String instanceId
Unique identifier for an instance you want to get access to. You can access an instance in any status.
InstanceAccess instanceAccess
Object that contains connection information for a fleet instance, including IP address and access credentials.
String fleetId
Unique identifier for a fleet that the instance is in.
String instanceId
Unique identifier for an instance.
String ipAddress
IP address assigned to the instance.
String operatingSystem
Operating system that is running on this instance.
String type
EC2 instance type that defines the computing resources of this instance.
String status
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 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.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String fleetId
Unique identifier for a fleet containing the instance being accessed.
String instanceId
Unique identifier for an instance being accessed.
String ipAddress
IP address assigned to the instance.
String operatingSystem
Operating system that is running on the instance.
InstanceCredentials credentials
Credentials required to access the instance.
Integer fromPort
Starting value for a range of allowed port numbers.
Integer toPort
Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than
FromPort.
String ipRange
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]".
String protocol
Network communication protocol used by the fleet.
String routingStrategyType
Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain 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.
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
String status
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.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
String buildId
Unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty.
Integer limit
Maximum number of results to return. Use this parameter with NextToken to get results as a set of
sequential pages.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
List<E> fleetIds
Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String playerId
Unique identifier for a player associated with the latency data.
String regionIdentifier
Name of the region that is associated with the latency value.
Float latencyInMilliseconds
Amount of time that represents the time lag experienced by the player when connected to the specified region.
Integer maximumIndividualPlayerLatencyMilliseconds
The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
Integer policyDurationSeconds
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.
String playerSessionId
Unique identifier for a player session.
String playerId
Unique identifier for a player that is associated with this player session.
String gameSessionId
Unique identifier for the game session that the player session is connected to.
String fleetId
Unique identifier for a fleet that the player's game session is running on.
Date creationTime
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Date terminationTime
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
String status
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 time-out limit (60 seconds).
String ipAddress
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
Integer port
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
String playerData
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
String name
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
String fleetId
Unique identifier for a fleet to apply this policy to.
Integer scalingAdjustment
Amount of adjustment to make, based on the scaling adjustment type.
String scalingAdjustmentType
Type of adjustment to make to a fleet's instance count (see FleetCapacity):
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%.
Double threshold
Metric value used to trigger a scaling event.
String comparisonOperator
Comparison operator to use when measuring the metric against the threshold value.
Integer evaluationPeriods
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
String metricName
Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
ActivatingGameSessions – number of game sessions in the process of being created (game session status =
ACTIVATING).
ActiveGameSessions – number of game sessions currently running (game session status = ACTIVE
).
CurrentPlayerSessions – number of active or reserved player sessions (player session status =
ACTIVE or RESERVED).
AvailablePlayerSessions – number of player session slots currently available in active game sessions
across the fleet, calculated by subtracting a game session's current player session count from its maximum player
session count. This number includes game sessions that are not currently accepting players (game session
PlayerSessionCreationPolicy = DENY_ALL).
ActiveInstances – number of instances currently running a game session.
IdleInstances – number of instances not currently running a game session.
String name
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
String buildId
Unique identifier for a build to get credentials for.
Credentials uploadCredentials
AWS 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.
S3Location storageLocation
Amazon S3 path and key, identifying where the game build files are stored.
String aliasId
Unique identifier for the alias you want to resolve.
String fleetId
Fleet identifier that is associated with the requested alias.
String type
Type of routing strategy.
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.
String fleetId
Unique identifier for a fleet that the alias points to.
String message
Message text to be used with a terminal routing strategy.
List<E> serverProcesses
Collection of server process configurations that describe which server processes to run on each instance in a fleet.
Integer maxConcurrentGameSessionActivations
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
setting limits the amount of instance resources that can be used for new game activations at any one time.
Integer gameSessionActivationTimeoutSeconds
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
session is not active before the timeout, activation is terminated and the game session status is changed to
TERMINATED.
String fleetId
Unique identifier for a fleet that is associated with this scaling policy.
String name
Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
String status
Current status of the scaling policy. The scaling policy is only in force when in an ACTIVE status.
ACTIVE – The scaling policy is currently in force.
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.
Integer scalingAdjustment
Amount of adjustment to make, based on the scaling adjustment type.
String scalingAdjustmentType
Type of adjustment to make to a fleet's instance count (see FleetCapacity):
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.
String comparisonOperator
Comparison operator to use when measuring a metric against the threshold value.
Double threshold
Metric value used to trigger a scaling event.
Integer evaluationPeriods
Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
String metricName
Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
ActivatingGameSessions – number of game sessions in the process of being created (game session status =
ACTIVATING).
ActiveGameSessions – number of game sessions currently running (game session status = ACTIVE
).
CurrentPlayerSessions – number of active or reserved player sessions (player session status =
ACTIVE or RESERVED).
AvailablePlayerSessions – number of player session slots currently available in active game sessions
across the fleet, calculated by subtracting a game session's current player session count from its maximum player
session count. This number does include game sessions that are not currently accepting players (game session
PlayerSessionCreationPolicy = DENY_ALL).
ActiveInstances – number of instances currently running a game session.
IdleInstances – number of instances not currently running a game session.
String fleetId
Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.
String aliasId
Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both.
String filterExpression
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, creationTimeMillis, playerSessionCount,
maximumSessions, hasAvailablePlayerSessions.
Comparator -- Valid comparators are: =, <>, <,
>, <=, >=.
Value -- Value to be searched for. Values can be numbers, boolean values (true/false) or strings. String
values are case sensitive, 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:
=, <>, <, >, <=,
>=
Parentheses
NOT
AND
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".
String sortExpression
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, creationTimeMillis, playerSessionCount,
maximumSessions, 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.
Integer limit
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.
String nextToken
Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.
List<E> gameSessions
Collection of objects containing game session properties for each session matching the request.
String nextToken
Token that indicates where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.
String launchPath
Location of the server executable in a game build. All game builds are installed on instances at the root : for
Windows instances C:\game, and for Linux instances /local/game. A Windows game build
with an executable file located at MyGame\latest\server.exe must have a launch path of "
C:\game\MyGame\latest\server.exe". A Linux game build with an executable file located at
MyGame/latest/server.exe must have a launch path of "
/local/game/MyGame/latest/server.exe".
String parameters
Optional list of parameters to pass to the server executable on launch.
Integer concurrentExecutions
Number of server processes using this configuration to run concurrently on an instance.
String placementId
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 unless you are resubmitting a canceled or timed-out placement request.
String gameSessionQueueName
Name of the queue to use to place the new game session.
List<E> gameProperties
Set of developer-defined properties for a game session. These properties are passed to the server process hosting the game session.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String gameSessionName
Descriptive label that is associated with a game session. Session names do not need to be unique.
List<E> playerLatencies
Set of values, expressed in milliseconds, indicating the amount of latency that players are experiencing when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
List<E> desiredPlayerSessions
Set of information on each player to create a player session for.
GameSessionPlacement gameSessionPlacement
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.
String placementId
Unique identifier for a game session placement to cancel.
GameSessionPlacement gameSessionPlacement
Object that describes the canceled game session placement, with Cancelled status and an end time stamp.
String aliasId
Unique identifier for a fleet alias. Specify the alias you want to update.
String name
Descriptive label that is associated with an alias. Alias names do not need to be unique.
String description
Human-readable description of an alias.
RoutingStrategy routingStrategy
Object that specifies the fleet and routing type to use for the alias.
Alias alias
Object that contains the updated alias configuration.
Build build
Object that contains the updated build record.
String fleetId
Unique identifier for a fleet to update attribute metadata for.
String name
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
String description
Human-readable description of a fleet.
String newGameSessionProtectionPolicy
Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances 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.
ResourceCreationLimitPolicy resourceCreationLimitPolicy
Policy that limits the number of game sessions an individual player can create over a span of time.
List<E> metricGroups
Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.
String fleetId
Unique identifier for a fleet that was updated.
String fleetId
Unique identifier for a fleet to update capacity for.
Integer desiredInstances
Number of EC2 instances you want this fleet to host.
Integer minSize
Minimum value allowed for the fleet's instance count. Default if not set is 0.
Integer maxSize
Maximum value allowed for the fleet's instance count. Default if not set is 1.
String fleetId
Unique identifier for a fleet that was updated.
String fleetId
Unique identifier for a fleet to update port settings for.
List<E> inboundPermissionAuthorizations
Collection of port settings to be added to the fleet record.
List<E> inboundPermissionRevocations
Collection of port settings to be removed from the fleet record.
String fleetId
Unique identifier for a fleet that was updated.
String name
Descriptive label that is associated with queue. Queue names must be unique within each region.
Integer timeoutInSeconds
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.
List<E> playerLatencyPolicies
Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.
List<E> destinations
List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.
GameSessionQueue gameSessionQueue
Object that describes the newly updated game session queue.
String gameSessionId
Unique identifier for the game session to update.
Integer maximumPlayerSessionCount
Maximum number of players that can be connected simultaneously to the game session.
String name
Descriptive label that is associated with a game session. Session names do not need to be unique.
String playerSessionCreationPolicy
Policy determining whether or not the game session accepts new players.
String protectionPolicy
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.
GameSession gameSession
Object that contains the updated game session metadata.
String fleetId
Unique identifier for a fleet to update run-time configuration for.
RuntimeConfiguration runtimeConfiguration
Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance.
RuntimeConfiguration runtimeConfiguration
The run-time configuration currently in force. If the update was successful, this object matches the one in the request.
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