aws-sdk-gamelift 1.0.0.rc12 → 1.0.0.rc13
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/lib/aws-sdk-gamelift.rb +1 -1
- data/lib/aws-sdk-gamelift/client.rb +1068 -41
- data/lib/aws-sdk-gamelift/client_api.rb +365 -0
- data/lib/aws-sdk-gamelift/types.rb +1404 -198
- metadata +2 -2
checksums.yaml
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metadata.gz:
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metadata.gz: 50882c9bbb7ca53a98dab1e887f43286541f2518
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data.tar.gz: 7da4026eb6e16fb1292664eb304dda48ff394677
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metadata.gz: 8123026fd4c5d5e3b5fcab460ece7e432923fa35545731c684941005c1a16c80e7cb0340ddb17c50b77e99dfe09e79df413fd6001a354d4160dc9dd6acfd9b34
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data.tar.gz: 8ee060c2920ec9c81a7635e8ae6c86379f43b7627e1475cfd8e63513dc352fdf005c4980ef158427f9619c370f4e59de76091c6c954c78dab620bd234d0baa77
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data/lib/aws-sdk-gamelift.rb
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@@ -155,6 +155,72 @@ module Aws::GameLift
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# @!group API Operations
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# Registers a player's acceptance or rejection of a proposed FlexMatch
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# match. A matchmaking configuration may require player acceptance; if
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# so, then matches built with that configuration cannot be completed
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# unless all players accept the proposed match within a specified time
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# limit.
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#
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# When FlexMatch builds a match, all the matchmaking tickets involved in
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# the proposed match are placed into status `REQUIRES_ACCEPTANCE`. This
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# is a trigger for your game to get acceptance from all players in the
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# ticket. Acceptances are only valid for tickets when they are in this
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# status; all other acceptances result in an error.
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#
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# To register acceptance, specify the ticket ID, a response, and one or
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# more players. Once all players have registered acceptance, the
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# matchmaking tickets advance to status `PLACING`, where a new game
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# session is created for the match.
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#
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# If any player rejects the match, or if acceptances are not received
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# before a specified timeout, the proposed match is dropped. The
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# matchmaking tickets are then handled in one of two ways: For tickets
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# where all players accepted the match, the ticket status is returned to
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# `SEARCHING` to find a new match. For tickets where one or more players
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# failed to accept the match, the ticket status is set to `FAILED`, and
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# processing is terminated. A new matchmaking request for these players
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# can be submitted as needed.
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#
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# Matchmaking-related operations include:
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#
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# * StartMatchmaking
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#
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# * DescribeMatchmaking
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#
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# * StopMatchmaking
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#
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# * AcceptMatch
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#
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# @option params [required, String] :ticket_id
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# Unique identifier for a matchmaking ticket. The ticket must be in
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# status `REQUIRES_ACCEPTANCE`; otherwise this request will fail.
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#
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# @option params [required, Array<String>] :player_ids
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# Unique identifier for a player delivering the response. This parameter
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# can include one or multiple player IDs.
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#
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# @option params [required, String] :acceptance_type
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# Player response to the proposed match.
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#
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# @return [Struct] Returns an empty {Seahorse::Client::Response response}.
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#
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# @example Request syntax with placeholder values
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#
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# resp = client.accept_match({
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# ticket_id: "MatchmakingIdStringModel", # required
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# player_ids: ["PlayerIdStringModel"], # required
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# acceptance_type: "ACCEPT", # required, accepts ACCEPT, REJECT
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# })
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#
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# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch AWS API Documentation
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#
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# @overload accept_match(params = {})
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# @param [Hash] params ({})
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def accept_match(params = {}, options = {})
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req = build_request(:accept_match, params)
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req.send_request(options)
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end
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# Creates an alias for a fleet. In most situations, you can use an alias
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# ID in place of a fleet ID. By using a fleet alias instead of a
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# specific fleet ID, you can switch gameplay and players to a new fleet
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#
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# * Access permissions for inbound traffic
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#
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# *
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# * Fleet-wide game session protection
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#
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# * Resource creation limit
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#
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# indicate a maximum number of players to allow in the game session. You
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# can also provide a name and game-specific properties for this game
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# session. If successful, a GameSession object is returned containing
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# game session properties
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# string you provided.
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# the game session properties and other settings you specified.
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#
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# **Idempotency tokens.** You can add a token that uniquely identifies
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# game session requests. This is useful for ensuring that game session
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# specify a creator ID. Without this ID, Amazon GameLift has no way to
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# evaluate the policy for this new game session request.
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#
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# By default, newly created game sessions
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# **Player acceptance policy.** By default, newly created game sessions
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# are open to new players. You can restrict new player access by using
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# UpdateGameSession to change the game session's player session
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# creation policy.
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#
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# **Game session logs.** Logs are retained for all active game sessions
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# for 14 days. To access the logs, call GetGameSessionLogUrl to download
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# the log files.
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#
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# *Available in Amazon GameLift Local.*
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#
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# Game-session-related operations include:
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# names do not need to be unique.
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#
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# @option params [Array<Types::GameProperty>] :game_properties
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# Set of developer-defined properties for a game session
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#
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# Set of developer-defined properties for a game session, formatted as a
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# set of type:value pairs. These properties are included in the
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# GameSession object, which is passed to the game server with a request
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# to start a new game session (see [Start a Game Session][1]).
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#
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#
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#
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# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
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#
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# @option params [String] :creator_id
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# Unique identifier for a player or entity creating the game session.
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# string is included in the new game session's ID. (A game session ID
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# has the following format:
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# `arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string
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# or idempotency token>`.)
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# or idempotency token>`.) Idempotency tokens remain in use for 30 days
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# after a game session has ended; game session objects are retained for
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# this time period and then deleted.
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#
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# @option params [String] :game_session_data
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# Set of developer-defined game session properties, formatted as a
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# single string value. This data is included in the GameSession object,
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# which is passed to the game server with a request to start a new game
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# session (see [Start a Game Session][1]).
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#
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#
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#
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# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
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#
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# @return [Types::CreateGameSessionOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
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#
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# creator_id: "NonZeroAndMaxString",
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# game_session_id: "IdStringModel",
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# idempotency_token: "IdStringModel",
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# game_session_data: "GameSessionData",
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# })
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#
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# @example Response structure
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# resp.game_session.port #=> Integer
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# resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
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# resp.game_session.creator_id #=> String
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# resp.game_session.game_session_data #=> String
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#
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# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession AWS API Documentation
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#
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# * DeleteGameSessionQueue
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#
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# @option params [required, String] :name
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# Descriptive label that is associated with queue. Queue
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# unique within each region.
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# Descriptive label that is associated with game session queue. Queue
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# names must be unique within each region.
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#
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# @option params [Integer] :timeout_in_seconds
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# Maximum time, in seconds, that a new game session placement request
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# remains in the queue. When a request exceeds this time, the game
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# session placement changes to a
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# session placement changes to a `TIMED_OUT` status.
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#
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# @option params [Array<Types::PlayerLatencyPolicy>] :player_latency_policies
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# Collection of latency policies to apply when processing game sessions
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req.send_request(options)
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end
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# Defines a new matchmaking configuration for use with FlexMatch. A
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# matchmaking configuration sets out guidelines for matching players and
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# getting the matches into games. You can set up multiple matchmaking
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# configurations to handle the scenarios needed for your game. Each
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# matchmaking request (StartMatchmaking) specifies a configuration for
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# the match and provides player attributes to support the configuration
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# being used.
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#
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# To create a matchmaking configuration, at a minimum you must specify
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# the following: configuration name; a rule set that governs how to
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# evaluate players and find acceptable matches; a game session queue to
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# use when placing a new game session for the match; and the maximum
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# time allowed for a matchmaking attempt.
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#
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# **Player acceptance** -- In each configuration, you have the option to
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# require that all players accept participation in a proposed match. To
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# enable this feature, set *AcceptanceRequired* to true and specify a
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# time limit for player acceptance. Players have the option to accept or
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# reject a proposed match, and a match does not move ahead to game
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# session placement unless all matched players accept.
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#
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# **Matchmaking status notification** -- There are two ways to track the
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# progress of matchmaking tickets: (1) polling ticket status with
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# DescribeMatchmaking; or (2) receiving notifications with Amazon Simple
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# Notification Service (SNS). To use notifications, you first need to
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# set up an SNS topic to receive the notifications, and provide the
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# topic ARN in the matchmaking configuration (see [ Setting up
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# Notifications for Matchmaking][1]). Since notifications promise only
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# "best effort" delivery, we recommend calling `DescribeMatchmaking`
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# if no notifications are received within 30 seconds.
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#
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# Operations related to match configurations and rule sets include:
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#
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# * CreateMatchmakingConfiguration
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#
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# * DescribeMatchmakingConfigurations
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#
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# * UpdateMatchmakingConfiguration
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#
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# * DeleteMatchmakingConfiguration
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#
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# * CreateMatchmakingRuleSet
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#
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# * DescribeMatchmakingRuleSets
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#
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# * ValidateMatchmakingRuleSet
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#
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#
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#
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# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html
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#
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# @option params [required, String] :name
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# Unique identifier for a matchmaking configuration. This name is used
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# to identify the configuration associated with a matchmaking request or
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# ticket.
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#
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# @option params [String] :description
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# Meaningful description of the matchmaking configuration.
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#
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# @option params [required, Array<String>] :game_session_queue_arns
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# Amazon Resource Name ([ARN][1]) that is assigned to a game session
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# queue and uniquely identifies it. Format is
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# `arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`.
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# These queues are used when placing game sessions for matches that are
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# created with this matchmaking configuration. Queues can be located in
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# any region.
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#
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#
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#
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# [1]: http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
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#
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# @option params [required, Integer] :request_timeout_seconds
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# Maximum duration, in seconds, that a matchmaking ticket can remain in
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# process before timing out. Requests that time out can be resubmitted
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# as needed.
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#
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# @option params [Integer] :acceptance_timeout_seconds
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# Length of time (in seconds) to wait for players to accept a proposed
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# match. If any player rejects the match or fails to accept before the
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# timeout, the ticket continues to look for an acceptable match.
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#
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# @option params [required, Boolean] :acceptance_required
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# Flag that determines whether or not a match that was created with this
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# configuration must be accepted by the matched players. To require
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# acceptance, set to TRUE.
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#
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# @option params [required, String] :rule_set_name
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# Unique identifier for a matchmaking rule set to use with this
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# configuration. A matchmaking configuration can only use rule sets that
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# are defined in the same region.
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#
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# @option params [String] :notification_target
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# SNS topic ARN that is set up to receive matchmaking notifications.
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#
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# @option params [Integer] :additional_player_count
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# Number of player slots in a match to keep open for future players. For
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# example, if the configuration's rule set specifies a match for a
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# single 12-person team, and the additional player count is set to 2,
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# only 10 players are selected for the match.
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#
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# @option params [String] :custom_event_data
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# Information to attached to all events related to the matchmaking
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# configuration.
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#
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# @option params [Array<Types::GameProperty>] :game_properties
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# Set of developer-defined properties for a game session, formatted as a
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# set of type:value pairs. These properties are included in the
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# GameSession object, which is passed to the game server with a request
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# to start a new game session (see [Start a Game Session][1]). This
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# information is added to the new GameSession object that is created for
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# a successful match.
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#
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#
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#
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# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
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#
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# @option params [String] :game_session_data
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# Set of developer-defined game session properties, formatted as a
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# single string value. This data is included in the GameSession object,
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# which is passed to the game server with a request to start a new game
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# session (see [Start a Game Session][1]). This information is added to
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# the new GameSession object that is created for a successful match.
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#
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#
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#
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# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
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#
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# @return [Types::CreateMatchmakingConfigurationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
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#
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# * {Types::CreateMatchmakingConfigurationOutput#configuration #configuration} => Types::MatchmakingConfiguration
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#
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# @example Request syntax with placeholder values
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#
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# resp = client.create_matchmaking_configuration({
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# name: "MatchmakingIdStringModel", # required
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# description: "NonZeroAndMaxString",
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# game_session_queue_arns: ["ArnStringModel"], # required
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# request_timeout_seconds: 1, # required
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# acceptance_timeout_seconds: 1,
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# acceptance_required: false, # required
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# rule_set_name: "MatchmakingIdStringModel", # required
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# notification_target: "SnsArnStringModel",
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# additional_player_count: 1,
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# custom_event_data: "CustomEventData",
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# game_properties: [
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# {
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# key: "GamePropertyKey", # required
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# value: "GamePropertyValue", # required
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# },
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# ],
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# game_session_data: "GameSessionData",
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# })
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#
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# @example Response structure
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#
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# resp.configuration.name #=> String
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# resp.configuration.description #=> String
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# resp.configuration.game_session_queue_arns #=> Array
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# resp.configuration.game_session_queue_arns[0] #=> String
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# resp.configuration.request_timeout_seconds #=> Integer
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# resp.configuration.acceptance_timeout_seconds #=> Integer
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# resp.configuration.acceptance_required #=> Boolean
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# resp.configuration.rule_set_name #=> String
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# resp.configuration.notification_target #=> String
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# resp.configuration.additional_player_count #=> Integer
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# resp.configuration.custom_event_data #=> String
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# resp.configuration.creation_time #=> Time
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# resp.configuration.game_properties #=> Array
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# resp.configuration.game_properties[0].key #=> String
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# resp.configuration.game_properties[0].value #=> String
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# resp.configuration.game_session_data #=> String
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#
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# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration AWS API Documentation
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#
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# @overload create_matchmaking_configuration(params = {})
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# @param [Hash] params ({})
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def create_matchmaking_configuration(params = {}, options = {})
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req = build_request(:create_matchmaking_configuration, params)
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req.send_request(options)
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end
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# Creates a new rule set for FlexMatch matchmaking. A rule set describes
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# the type of match to create, such as the number and size of teams, and
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# sets the parameters for acceptable player matches, such as minimum
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# skill level or character type. Rule sets are used in matchmaking
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# configurations, which define how matchmaking requests are handled.
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# Each MatchmakingConfiguration uses one rule set; you can set up
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# multiple rule sets to handle the scenarios that suit your game (such
|
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# as for different game modes), and create a separate matchmaking
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# configuration for each rule set. See additional information on rule
|
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# set content in the MatchmakingRuleSet structure. For help creating
|
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# rule sets, including useful examples, see the topic [ Adding FlexMatch
|
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# to Your Game][1].
|
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#
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# Once created, matchmaking rule sets cannot be changed or deleted, so
|
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# we recommend checking the rule set syntax using
|
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# ValidateMatchmakingRuleSetbefore creating the rule set.
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#
|
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# To create a matchmaking rule set, provide the set of rules and a
|
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# unique name. Rule sets must be defined in the same region as the
|
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# matchmaking configuration they will be used with. Rule sets cannot be
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# edited or deleted. If you need to change a rule set, create a new one
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# with the necessary edits and then update matchmaking configurations to
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# use the new rule set.
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#
|
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+
# Operations related to match configurations and rule sets include:
|
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#
|
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+
# * CreateMatchmakingConfiguration
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+
#
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# * DescribeMatchmakingConfigurations
|
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#
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+
# * UpdateMatchmakingConfiguration
|
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+
#
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# * DeleteMatchmakingConfiguration
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+
#
|
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# * CreateMatchmakingRuleSet
|
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#
|
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# * DescribeMatchmakingRuleSets
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#
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# * ValidateMatchmakingRuleSet
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|
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#
|
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+
#
|
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#
|
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+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html
|
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|
+
#
|
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+
# @option params [required, String] :name
|
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# Unique identifier for a matchmaking rule set. This name is used to
|
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# identify the rule set associated with a matchmaking configuration.
|
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+
#
|
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# @option params [required, String] :rule_set_body
|
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# Collection of matchmaking rules, formatted as a JSON string. (Note
|
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# that comments are not allowed in JSON, but most elements support a
|
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|
+
# description field.)
|
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+
#
|
1192
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+
# @return [Types::CreateMatchmakingRuleSetOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
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+
#
|
1194
|
+
# * {Types::CreateMatchmakingRuleSetOutput#rule_set #rule_set} => Types::MatchmakingRuleSet
|
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|
+
#
|
1196
|
+
# @example Request syntax with placeholder values
|
1197
|
+
#
|
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|
+
# resp = client.create_matchmaking_rule_set({
|
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|
+
# name: "MatchmakingIdStringModel", # required
|
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|
+
# rule_set_body: "RuleSetBody", # required
|
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|
+
# })
|
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|
+
#
|
1203
|
+
# @example Response structure
|
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|
+
#
|
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|
+
# resp.rule_set.rule_set_name #=> String
|
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|
+
# resp.rule_set.rule_set_body #=> String
|
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|
+
# resp.rule_set.creation_time #=> Time
|
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|
+
#
|
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|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet AWS API Documentation
|
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|
+
#
|
1211
|
+
# @overload create_matchmaking_rule_set(params = {})
|
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|
+
# @param [Hash] params ({})
|
1213
|
+
def create_matchmaking_rule_set(params = {}, options = {})
|
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|
+
req = build_request(:create_matchmaking_rule_set, params)
|
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|
+
req.send_request(options)
|
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|
+
end
|
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+
|
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# Adds a player to a game session and creates a player session record.
|
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|
# Before a player can be added, a game session must have an `ACTIVE`
|
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|
# status, have a creation policy of `ALLOW_ALL`, and have an open player
|
@@ -1183,8 +1533,8 @@ module Aws::GameLift
|
|
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1533
|
# * DeleteGameSessionQueue
|
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1534
|
#
|
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|
# @option params [required, String] :name
|
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|
-
# Descriptive label that is associated with queue. Queue
|
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-
# unique within each region.
|
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|
+
# Descriptive label that is associated with game session queue. Queue
|
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|
+
# names must be unique within each region.
|
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|
#
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1539
|
# @return [Struct] Returns an empty {Seahorse::Client::Response response}.
|
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|
#
|
@@ -1203,6 +1553,46 @@ module Aws::GameLift
|
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1203
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|
req.send_request(options)
|
1204
1554
|
end
|
1205
1555
|
|
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|
+
# Permanently removes a FlexMatch matchmaking configuration. To delete,
|
1557
|
+
# specify the configuration name. A matchmaking configuration cannot be
|
1558
|
+
# deleted if it is being used in any active matchmaking tickets.
|
1559
|
+
#
|
1560
|
+
# Operations related to match configurations and rule sets include:
|
1561
|
+
#
|
1562
|
+
# * CreateMatchmakingConfiguration
|
1563
|
+
#
|
1564
|
+
# * DescribeMatchmakingConfigurations
|
1565
|
+
#
|
1566
|
+
# * UpdateMatchmakingConfiguration
|
1567
|
+
#
|
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|
+
# * DeleteMatchmakingConfiguration
|
1569
|
+
#
|
1570
|
+
# * CreateMatchmakingRuleSet
|
1571
|
+
#
|
1572
|
+
# * DescribeMatchmakingRuleSets
|
1573
|
+
#
|
1574
|
+
# * ValidateMatchmakingRuleSet
|
1575
|
+
#
|
1576
|
+
# @option params [required, String] :name
|
1577
|
+
# Unique identifier for a matchmaking configuration
|
1578
|
+
#
|
1579
|
+
# @return [Struct] Returns an empty {Seahorse::Client::Response response}.
|
1580
|
+
#
|
1581
|
+
# @example Request syntax with placeholder values
|
1582
|
+
#
|
1583
|
+
# resp = client.delete_matchmaking_configuration({
|
1584
|
+
# name: "MatchmakingIdStringModel", # required
|
1585
|
+
# })
|
1586
|
+
#
|
1587
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration AWS API Documentation
|
1588
|
+
#
|
1589
|
+
# @overload delete_matchmaking_configuration(params = {})
|
1590
|
+
# @param [Hash] params ({})
|
1591
|
+
def delete_matchmaking_configuration(params = {}, options = {})
|
1592
|
+
req = build_request(:delete_matchmaking_configuration, params)
|
1593
|
+
req.send_request(options)
|
1594
|
+
end
|
1595
|
+
|
1206
1596
|
# Deletes a fleet scaling policy. This action means that the policy is
|
1207
1597
|
# no longer in force and removes all record of it. To delete a scaling
|
1208
1598
|
# policy, specify both the scaling policy name and the fleet ID it is
|
@@ -1546,7 +1936,7 @@ module Aws::GameLift
|
|
1546
1936
|
# @option params [String] :next_token
|
1547
1937
|
# Token that indicates the start of the next sequential page of results.
|
1548
1938
|
# Use the token that is returned with a previous call to this action. To
|
1549
|
-
#
|
1939
|
+
# start at the beginning of the result set, do not specify a value. This
|
1550
1940
|
# parameter is ignored when the request specifies one or a list of fleet
|
1551
1941
|
# IDs.
|
1552
1942
|
#
|
@@ -1669,7 +2059,7 @@ module Aws::GameLift
|
|
1669
2059
|
# @option params [String] :next_token
|
1670
2060
|
# Token that indicates the start of the next sequential page of results.
|
1671
2061
|
# Use the token that is returned with a previous call to this action. To
|
1672
|
-
#
|
2062
|
+
# start at the beginning of the result set, do not specify a value. This
|
1673
2063
|
# parameter is ignored when the request specifies one or a list of fleet
|
1674
2064
|
# IDs.
|
1675
2065
|
#
|
@@ -1781,7 +2171,7 @@ module Aws::GameLift
|
|
1781
2171
|
# @option params [String] :next_token
|
1782
2172
|
# Token that indicates the start of the next sequential page of results.
|
1783
2173
|
# Use the token that is returned with a previous call to this action. To
|
1784
|
-
#
|
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|
+
# start at the beginning of the result set, do not specify a value.
|
1785
2175
|
#
|
1786
2176
|
# @return [Types::DescribeFleetEventsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
1787
2177
|
#
|
@@ -1971,7 +2361,7 @@ module Aws::GameLift
|
|
1971
2361
|
# @option params [String] :next_token
|
1972
2362
|
# Token that indicates the start of the next sequential page of results.
|
1973
2363
|
# Use the token that is returned with a previous call to this action. To
|
1974
|
-
#
|
2364
|
+
# start at the beginning of the result set, do not specify a value. This
|
1975
2365
|
# parameter is ignored when the request specifies one or a list of fleet
|
1976
2366
|
# IDs.
|
1977
2367
|
#
|
@@ -2065,7 +2455,7 @@ module Aws::GameLift
|
|
2065
2455
|
# @option params [String] :next_token
|
2066
2456
|
# Token that indicates the start of the next sequential page of results.
|
2067
2457
|
# Use the token that is returned with a previous call to this action. To
|
2068
|
-
#
|
2458
|
+
# start at the beginning of the result set, do not specify a value.
|
2069
2459
|
#
|
2070
2460
|
# @return [Types::DescribeGameSessionDetailsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2071
2461
|
#
|
@@ -2101,6 +2491,7 @@ module Aws::GameLift
|
|
2101
2491
|
# resp.game_session_details[0].game_session.port #=> Integer
|
2102
2492
|
# resp.game_session_details[0].game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
|
2103
2493
|
# resp.game_session_details[0].game_session.creator_id #=> String
|
2494
|
+
# resp.game_session_details[0].game_session.game_session_data #=> String
|
2104
2495
|
# resp.game_session_details[0].protection_policy #=> String, one of "NoProtection", "FullProtection"
|
2105
2496
|
# resp.next_token #=> String
|
2106
2497
|
#
|
@@ -2176,6 +2567,7 @@ module Aws::GameLift
|
|
2176
2567
|
# resp.game_session_placement.placed_player_sessions #=> Array
|
2177
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|
# resp.game_session_placement.placed_player_sessions[0].player_id #=> String
|
2178
2569
|
# resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
|
2570
|
+
# resp.game_session_placement.game_session_data #=> String
|
2179
2571
|
#
|
2180
2572
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement AWS API Documentation
|
2181
2573
|
#
|
@@ -2214,7 +2606,7 @@ module Aws::GameLift
|
|
2214
2606
|
# @option params [String] :next_token
|
2215
2607
|
# Token that indicates the start of the next sequential page of results.
|
2216
2608
|
# Use the token that is returned with a previous call to this action. To
|
2217
|
-
#
|
2609
|
+
# start at the beginning of the result set, do not specify a value.
|
2218
2610
|
#
|
2219
2611
|
# @return [Types::DescribeGameSessionQueuesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2220
2612
|
#
|
@@ -2310,7 +2702,7 @@ module Aws::GameLift
|
|
2310
2702
|
# @option params [String] :next_token
|
2311
2703
|
# Token that indicates the start of the next sequential page of results.
|
2312
2704
|
# Use the token that is returned with a previous call to this action. To
|
2313
|
-
#
|
2705
|
+
# start at the beginning of the result set, do not specify a value.
|
2314
2706
|
#
|
2315
2707
|
# @return [Types::DescribeGameSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2316
2708
|
#
|
@@ -2346,6 +2738,7 @@ module Aws::GameLift
|
|
2346
2738
|
# resp.game_sessions[0].port #=> Integer
|
2347
2739
|
# resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
|
2348
2740
|
# resp.game_sessions[0].creator_id #=> String
|
2741
|
+
# resp.game_sessions[0].game_session_data #=> String
|
2349
2742
|
# resp.next_token #=> String
|
2350
2743
|
#
|
2351
2744
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions AWS API Documentation
|
@@ -2380,7 +2773,7 @@ module Aws::GameLift
|
|
2380
2773
|
# @option params [String] :next_token
|
2381
2774
|
# Token that indicates the start of the next sequential page of results.
|
2382
2775
|
# Use the token that is returned with a previous call to this action. To
|
2383
|
-
#
|
2776
|
+
# start at the beginning of the result set, do not specify a value.
|
2384
2777
|
#
|
2385
2778
|
# @return [Types::DescribeInstancesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2386
2779
|
#
|
@@ -2417,6 +2810,230 @@ module Aws::GameLift
|
|
2417
2810
|
req.send_request(options)
|
2418
2811
|
end
|
2419
2812
|
|
2813
|
+
# Retrieves a set of one or more matchmaking tickets. Use this operation
|
2814
|
+
# to retrieve ticket information, including status and--once a
|
2815
|
+
# successful match is made--acquire connection information for the
|
2816
|
+
# resulting new game session.
|
2817
|
+
#
|
2818
|
+
# You can use this operation to track the progress of matchmaking
|
2819
|
+
# requests (through polling) as an alternative to using event
|
2820
|
+
# notifications. See more details on tracking matchmaking requests
|
2821
|
+
# through polling or notifications in StartMatchmaking.
|
2822
|
+
#
|
2823
|
+
# You can request data for a one or a list of ticket IDs. If the request
|
2824
|
+
# is successful, a ticket object is returned for each requested ID. When
|
2825
|
+
# specifying a list of ticket IDs, objects are returned only for tickets
|
2826
|
+
# that currently exist.
|
2827
|
+
#
|
2828
|
+
# Matchmaking-related operations include:
|
2829
|
+
#
|
2830
|
+
# * StartMatchmaking
|
2831
|
+
#
|
2832
|
+
# * DescribeMatchmaking
|
2833
|
+
#
|
2834
|
+
# * StopMatchmaking
|
2835
|
+
#
|
2836
|
+
# * AcceptMatch
|
2837
|
+
#
|
2838
|
+
# @option params [required, Array<String>] :ticket_ids
|
2839
|
+
# Unique identifier for a matchmaking ticket. To request all existing
|
2840
|
+
# tickets, leave this parameter empty.
|
2841
|
+
#
|
2842
|
+
# @return [Types::DescribeMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2843
|
+
#
|
2844
|
+
# * {Types::DescribeMatchmakingOutput#ticket_list #ticket_list} => Array<Types::MatchmakingTicket>
|
2845
|
+
#
|
2846
|
+
# @example Request syntax with placeholder values
|
2847
|
+
#
|
2848
|
+
# resp = client.describe_matchmaking({
|
2849
|
+
# ticket_ids: ["MatchmakingIdStringModel"], # required
|
2850
|
+
# })
|
2851
|
+
#
|
2852
|
+
# @example Response structure
|
2853
|
+
#
|
2854
|
+
# resp.ticket_list #=> Array
|
2855
|
+
# resp.ticket_list[0].ticket_id #=> String
|
2856
|
+
# resp.ticket_list[0].configuration_name #=> String
|
2857
|
+
# resp.ticket_list[0].status #=> String, one of "CANCELED", "COMPLETE", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT"
|
2858
|
+
# resp.ticket_list[0].status_reason #=> String
|
2859
|
+
# resp.ticket_list[0].status_message #=> String
|
2860
|
+
# resp.ticket_list[0].start_time #=> Time
|
2861
|
+
# resp.ticket_list[0].players #=> Array
|
2862
|
+
# resp.ticket_list[0].players[0].player_id #=> String
|
2863
|
+
# resp.ticket_list[0].players[0].player_attributes #=> Hash
|
2864
|
+
# resp.ticket_list[0].players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
|
2865
|
+
# resp.ticket_list[0].players[0].team #=> String
|
2866
|
+
# resp.ticket_list[0].players[0].latency_in_ms #=> Hash
|
2867
|
+
# resp.ticket_list[0].players[0].latency_in_ms["NonEmptyString"] #=> Integer
|
2868
|
+
# resp.ticket_list[0].game_session_connection_info.game_session_arn #=> String
|
2869
|
+
# resp.ticket_list[0].game_session_connection_info.ip_address #=> String
|
2870
|
+
# resp.ticket_list[0].game_session_connection_info.port #=> Integer
|
2871
|
+
# resp.ticket_list[0].game_session_connection_info.matched_player_sessions #=> Array
|
2872
|
+
# resp.ticket_list[0].game_session_connection_info.matched_player_sessions[0].player_id #=> String
|
2873
|
+
# resp.ticket_list[0].game_session_connection_info.matched_player_sessions[0].player_session_id #=> String
|
2874
|
+
#
|
2875
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking AWS API Documentation
|
2876
|
+
#
|
2877
|
+
# @overload describe_matchmaking(params = {})
|
2878
|
+
# @param [Hash] params ({})
|
2879
|
+
def describe_matchmaking(params = {}, options = {})
|
2880
|
+
req = build_request(:describe_matchmaking, params)
|
2881
|
+
req.send_request(options)
|
2882
|
+
end
|
2883
|
+
|
2884
|
+
# Retrieves the details of FlexMatch matchmaking configurations. with
|
2885
|
+
# this operation, you have the following options: (1) retrieve all
|
2886
|
+
# existing configurations, (2) provide the names of one or more
|
2887
|
+
# configurations to retrieve, or (3) retrieve all configurations that
|
2888
|
+
# use a specified rule set name. When requesting multiple items, use the
|
2889
|
+
# pagination parameters to retrieve results as a set of sequential
|
2890
|
+
# pages. If successful, a configuration is returned for each requested
|
2891
|
+
# name. When specifying a list of names, only configurations that
|
2892
|
+
# currently exist are returned.
|
2893
|
+
#
|
2894
|
+
# Operations related to match configurations and rule sets include:
|
2895
|
+
#
|
2896
|
+
# * CreateMatchmakingConfiguration
|
2897
|
+
#
|
2898
|
+
# * DescribeMatchmakingConfigurations
|
2899
|
+
#
|
2900
|
+
# * UpdateMatchmakingConfiguration
|
2901
|
+
#
|
2902
|
+
# * DeleteMatchmakingConfiguration
|
2903
|
+
#
|
2904
|
+
# * CreateMatchmakingRuleSet
|
2905
|
+
#
|
2906
|
+
# * DescribeMatchmakingRuleSets
|
2907
|
+
#
|
2908
|
+
# * ValidateMatchmakingRuleSet
|
2909
|
+
#
|
2910
|
+
# @option params [Array<String>] :names
|
2911
|
+
# Unique identifier for a matchmaking configuration(s) to retrieve. To
|
2912
|
+
# request all existing configurations, leave this parameter empty.
|
2913
|
+
#
|
2914
|
+
# @option params [String] :rule_set_name
|
2915
|
+
# Unique identifier for a matchmaking rule set. Use this parameter to
|
2916
|
+
# retrieve all matchmaking configurations that use this rule set.
|
2917
|
+
#
|
2918
|
+
# @option params [Integer] :limit
|
2919
|
+
# Maximum number of results to return. Use this parameter with
|
2920
|
+
# `NextToken` to get results as a set of sequential pages. This
|
2921
|
+
# parameter is limited to 10.
|
2922
|
+
#
|
2923
|
+
# @option params [String] :next_token
|
2924
|
+
# Token that indicates the start of the next sequential page of results.
|
2925
|
+
# Use the token that is returned with a previous call to this action. To
|
2926
|
+
# start at the beginning of the result set, do not specify a value.
|
2927
|
+
#
|
2928
|
+
# @return [Types::DescribeMatchmakingConfigurationsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2929
|
+
#
|
2930
|
+
# * {Types::DescribeMatchmakingConfigurationsOutput#configurations #configurations} => Array<Types::MatchmakingConfiguration>
|
2931
|
+
# * {Types::DescribeMatchmakingConfigurationsOutput#next_token #next_token} => String
|
2932
|
+
#
|
2933
|
+
# @example Request syntax with placeholder values
|
2934
|
+
#
|
2935
|
+
# resp = client.describe_matchmaking_configurations({
|
2936
|
+
# names: ["MatchmakingIdStringModel"],
|
2937
|
+
# rule_set_name: "MatchmakingIdStringModel",
|
2938
|
+
# limit: 1,
|
2939
|
+
# next_token: "NonZeroAndMaxString",
|
2940
|
+
# })
|
2941
|
+
#
|
2942
|
+
# @example Response structure
|
2943
|
+
#
|
2944
|
+
# resp.configurations #=> Array
|
2945
|
+
# resp.configurations[0].name #=> String
|
2946
|
+
# resp.configurations[0].description #=> String
|
2947
|
+
# resp.configurations[0].game_session_queue_arns #=> Array
|
2948
|
+
# resp.configurations[0].game_session_queue_arns[0] #=> String
|
2949
|
+
# resp.configurations[0].request_timeout_seconds #=> Integer
|
2950
|
+
# resp.configurations[0].acceptance_timeout_seconds #=> Integer
|
2951
|
+
# resp.configurations[0].acceptance_required #=> Boolean
|
2952
|
+
# resp.configurations[0].rule_set_name #=> String
|
2953
|
+
# resp.configurations[0].notification_target #=> String
|
2954
|
+
# resp.configurations[0].additional_player_count #=> Integer
|
2955
|
+
# resp.configurations[0].custom_event_data #=> String
|
2956
|
+
# resp.configurations[0].creation_time #=> Time
|
2957
|
+
# resp.configurations[0].game_properties #=> Array
|
2958
|
+
# resp.configurations[0].game_properties[0].key #=> String
|
2959
|
+
# resp.configurations[0].game_properties[0].value #=> String
|
2960
|
+
# resp.configurations[0].game_session_data #=> String
|
2961
|
+
# resp.next_token #=> String
|
2962
|
+
#
|
2963
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations AWS API Documentation
|
2964
|
+
#
|
2965
|
+
# @overload describe_matchmaking_configurations(params = {})
|
2966
|
+
# @param [Hash] params ({})
|
2967
|
+
def describe_matchmaking_configurations(params = {}, options = {})
|
2968
|
+
req = build_request(:describe_matchmaking_configurations, params)
|
2969
|
+
req.send_request(options)
|
2970
|
+
end
|
2971
|
+
|
2972
|
+
# Retrieves the details for FlexMatch matchmaking rule sets. You can
|
2973
|
+
# request all existing rule sets for the region, or provide a list of
|
2974
|
+
# one or more rule set names. When requesting multiple items, use the
|
2975
|
+
# pagination parameters to retrieve results as a set of sequential
|
2976
|
+
# pages. If successful, a rule set is returned for each requested name.
|
2977
|
+
#
|
2978
|
+
# Operations related to match configurations and rule sets include:
|
2979
|
+
#
|
2980
|
+
# * CreateMatchmakingConfiguration
|
2981
|
+
#
|
2982
|
+
# * DescribeMatchmakingConfigurations
|
2983
|
+
#
|
2984
|
+
# * UpdateMatchmakingConfiguration
|
2985
|
+
#
|
2986
|
+
# * DeleteMatchmakingConfiguration
|
2987
|
+
#
|
2988
|
+
# * CreateMatchmakingRuleSet
|
2989
|
+
#
|
2990
|
+
# * DescribeMatchmakingRuleSets
|
2991
|
+
#
|
2992
|
+
# * ValidateMatchmakingRuleSet
|
2993
|
+
#
|
2994
|
+
# @option params [Array<String>] :names
|
2995
|
+
# Unique identifier for a matchmaking rule set. This name is used to
|
2996
|
+
# identify the rule set associated with a matchmaking configuration.
|
2997
|
+
#
|
2998
|
+
# @option params [Integer] :limit
|
2999
|
+
# Maximum number of results to return. Use this parameter with
|
3000
|
+
# `NextToken` to get results as a set of sequential pages.
|
3001
|
+
#
|
3002
|
+
# @option params [String] :next_token
|
3003
|
+
# Token that indicates the start of the next sequential page of results.
|
3004
|
+
# Use the token that is returned with a previous call to this action. To
|
3005
|
+
# start at the beginning of the result set, do not specify a value.
|
3006
|
+
#
|
3007
|
+
# @return [Types::DescribeMatchmakingRuleSetsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
3008
|
+
#
|
3009
|
+
# * {Types::DescribeMatchmakingRuleSetsOutput#rule_sets #rule_sets} => Array<Types::MatchmakingRuleSet>
|
3010
|
+
# * {Types::DescribeMatchmakingRuleSetsOutput#next_token #next_token} => String
|
3011
|
+
#
|
3012
|
+
# @example Request syntax with placeholder values
|
3013
|
+
#
|
3014
|
+
# resp = client.describe_matchmaking_rule_sets({
|
3015
|
+
# names: ["MatchmakingIdStringModel"],
|
3016
|
+
# limit: 1,
|
3017
|
+
# next_token: "NonZeroAndMaxString",
|
3018
|
+
# })
|
3019
|
+
#
|
3020
|
+
# @example Response structure
|
3021
|
+
#
|
3022
|
+
# resp.rule_sets #=> Array
|
3023
|
+
# resp.rule_sets[0].rule_set_name #=> String
|
3024
|
+
# resp.rule_sets[0].rule_set_body #=> String
|
3025
|
+
# resp.rule_sets[0].creation_time #=> Time
|
3026
|
+
# resp.next_token #=> String
|
3027
|
+
#
|
3028
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets AWS API Documentation
|
3029
|
+
#
|
3030
|
+
# @overload describe_matchmaking_rule_sets(params = {})
|
3031
|
+
# @param [Hash] params ({})
|
3032
|
+
def describe_matchmaking_rule_sets(params = {}, options = {})
|
3033
|
+
req = build_request(:describe_matchmaking_rule_sets, params)
|
3034
|
+
req.send_request(options)
|
3035
|
+
end
|
3036
|
+
|
2420
3037
|
# Retrieves properties for one or more player sessions. This action can
|
2421
3038
|
# be used in several ways: (1) provide a `PlayerSessionId` to request
|
2422
3039
|
# properties for a specific player session; (2) provide a
|
@@ -2485,7 +3102,7 @@ module Aws::GameLift
|
|
2485
3102
|
# @option params [String] :next_token
|
2486
3103
|
# Token that indicates the start of the next sequential page of results.
|
2487
3104
|
# Use the token that is returned with a previous call to this action. To
|
2488
|
-
#
|
3105
|
+
# start at the beginning of the result set, do not specify a value. If a
|
2489
3106
|
# player session ID is specified, this parameter is ignored.
|
2490
3107
|
#
|
2491
3108
|
# @return [Types::DescribePlayerSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
@@ -2690,7 +3307,7 @@ module Aws::GameLift
|
|
2690
3307
|
# @option params [String] :next_token
|
2691
3308
|
# Token that indicates the start of the next sequential page of results.
|
2692
3309
|
# Use the token that is returned with a previous call to this action. To
|
2693
|
-
#
|
3310
|
+
# start at the beginning of the result set, do not specify a value.
|
2694
3311
|
#
|
2695
3312
|
# @return [Types::DescribeScalingPoliciesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2696
3313
|
#
|
@@ -2731,8 +3348,8 @@ module Aws::GameLift
|
|
2731
3348
|
|
2732
3349
|
# Retrieves the location of stored game session logs for a specified
|
2733
3350
|
# game session. When a game session is terminated, Amazon GameLift
|
2734
|
-
# automatically stores the logs in Amazon S3
|
2735
|
-
# the logs.
|
3351
|
+
# automatically stores the logs in Amazon S3 and retains them for 14
|
3352
|
+
# days. Use this URL to download the logs.
|
2736
3353
|
#
|
2737
3354
|
# <note markdown="1"> See the [AWS Service Limits][1] page for maximum log file sizes. Log
|
2738
3355
|
# files that exceed this limit are not saved.
|
@@ -2902,7 +3519,7 @@ module Aws::GameLift
|
|
2902
3519
|
# @option params [String] :next_token
|
2903
3520
|
# Token that indicates the start of the next sequential page of results.
|
2904
3521
|
# Use the token that is returned with a previous call to this action. To
|
2905
|
-
#
|
3522
|
+
# start at the beginning of the result set, do not specify a value.
|
2906
3523
|
#
|
2907
3524
|
# @return [Types::ListAliasesOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2908
3525
|
#
|
@@ -2986,7 +3603,7 @@ module Aws::GameLift
|
|
2986
3603
|
# @option params [String] :next_token
|
2987
3604
|
# Token that indicates the start of the next sequential page of results.
|
2988
3605
|
# Use the token that is returned with a previous call to this action. To
|
2989
|
-
#
|
3606
|
+
# start at the beginning of the result set, do not specify a value.
|
2990
3607
|
#
|
2991
3608
|
# @return [Types::ListBuildsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
2992
3609
|
#
|
@@ -3086,7 +3703,7 @@ module Aws::GameLift
|
|
3086
3703
|
# @option params [String] :next_token
|
3087
3704
|
# Token that indicates the start of the next sequential page of results.
|
3088
3705
|
# Use the token that is returned with a previous call to this action. To
|
3089
|
-
#
|
3706
|
+
# start at the beginning of the result set, do not specify a value.
|
3090
3707
|
#
|
3091
3708
|
# @return [Types::ListFleetsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
3092
3709
|
#
|
@@ -3511,7 +4128,7 @@ module Aws::GameLift
|
|
3511
4128
|
# @option params [String] :next_token
|
3512
4129
|
# Token that indicates the start of the next sequential page of results.
|
3513
4130
|
# Use the token that is returned with a previous call to this action. To
|
3514
|
-
#
|
4131
|
+
# start at the beginning of the result set, do not specify a value.
|
3515
4132
|
#
|
3516
4133
|
# @return [Types::SearchGameSessionsOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
3517
4134
|
#
|
@@ -3547,6 +4164,7 @@ module Aws::GameLift
|
|
3547
4164
|
# resp.game_sessions[0].port #=> Integer
|
3548
4165
|
# resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
|
3549
4166
|
# resp.game_sessions[0].creator_id #=> String
|
4167
|
+
# resp.game_sessions[0].game_session_data #=> String
|
3550
4168
|
# resp.next_token #=> String
|
3551
4169
|
#
|
3552
4170
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions AWS API Documentation
|
@@ -3598,7 +4216,7 @@ module Aws::GameLift
|
|
3598
4216
|
#
|
3599
4217
|
# To track the status of a placement request, call
|
3600
4218
|
# DescribeGameSessionPlacement and check the request's status. If the
|
3601
|
-
# status is `
|
4219
|
+
# status is `FULFILLED`, a new game session has been created and a game
|
3602
4220
|
# session ARN and region are referenced. If the placement request times
|
3603
4221
|
# out, you can resubmit the request or retry it with a different queue.
|
3604
4222
|
#
|
@@ -3634,8 +4252,14 @@ module Aws::GameLift
|
|
3634
4252
|
# Name of the queue to use to place the new game session.
|
3635
4253
|
#
|
3636
4254
|
# @option params [Array<Types::GameProperty>] :game_properties
|
3637
|
-
# Set of developer-defined properties for a game session
|
3638
|
-
#
|
4255
|
+
# Set of developer-defined properties for a game session, formatted as a
|
4256
|
+
# set of type:value pairs. These properties are included in the
|
4257
|
+
# GameSession object, which is passed to the game server with a request
|
4258
|
+
# to start a new game session (see [Start a Game Session][1]).
|
4259
|
+
#
|
4260
|
+
#
|
4261
|
+
#
|
4262
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
|
3639
4263
|
#
|
3640
4264
|
# @option params [required, Integer] :maximum_player_session_count
|
3641
4265
|
# Maximum number of players that can be connected simultaneously to the
|
@@ -3647,13 +4271,23 @@ module Aws::GameLift
|
|
3647
4271
|
#
|
3648
4272
|
# @option params [Array<Types::PlayerLatency>] :player_latencies
|
3649
4273
|
# Set of values, expressed in milliseconds, indicating the amount of
|
3650
|
-
# latency that
|
3651
|
-
#
|
3652
|
-
#
|
4274
|
+
# latency that a player experiences when connected to AWS regions. This
|
4275
|
+
# information is used to try to place the new game session where it can
|
4276
|
+
# offer the best possible gameplay experience for the players.
|
3653
4277
|
#
|
3654
4278
|
# @option params [Array<Types::DesiredPlayerSession>] :desired_player_sessions
|
3655
4279
|
# Set of information on each player to create a player session for.
|
3656
4280
|
#
|
4281
|
+
# @option params [String] :game_session_data
|
4282
|
+
# Set of developer-defined game session properties, formatted as a
|
4283
|
+
# single string value. This data is included in the GameSession object,
|
4284
|
+
# which is passed to the game server with a request to start a new game
|
4285
|
+
# session (see [Start a Game Session][1]).
|
4286
|
+
#
|
4287
|
+
#
|
4288
|
+
#
|
4289
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
|
4290
|
+
#
|
3657
4291
|
# @return [Types::StartGameSessionPlacementOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
3658
4292
|
#
|
3659
4293
|
# * {Types::StartGameSessionPlacementOutput#game_session_placement #game_session_placement} => Types::GameSessionPlacement
|
@@ -3684,6 +4318,7 @@ module Aws::GameLift
|
|
3684
4318
|
# player_data: "PlayerData",
|
3685
4319
|
# },
|
3686
4320
|
# ],
|
4321
|
+
# game_session_data: "GameSessionData",
|
3687
4322
|
# })
|
3688
4323
|
#
|
3689
4324
|
# @example Response structure
|
@@ -3710,6 +4345,7 @@ module Aws::GameLift
|
|
3710
4345
|
# resp.game_session_placement.placed_player_sessions #=> Array
|
3711
4346
|
# resp.game_session_placement.placed_player_sessions[0].player_id #=> String
|
3712
4347
|
# resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
|
4348
|
+
# resp.game_session_placement.game_session_data #=> String
|
3713
4349
|
#
|
3714
4350
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement AWS API Documentation
|
3715
4351
|
#
|
@@ -3720,9 +4356,162 @@ module Aws::GameLift
|
|
3720
4356
|
req.send_request(options)
|
3721
4357
|
end
|
3722
4358
|
|
3723
|
-
#
|
3724
|
-
#
|
3725
|
-
#
|
4359
|
+
# Uses FlexMatch to create a game match for a group of players based on
|
4360
|
+
# custom matchmaking rules, and starts a new game for the matched
|
4361
|
+
# players. Each matchmaking request specifies the type of match to build
|
4362
|
+
# (team configuration, rules for an acceptable match, etc.). The request
|
4363
|
+
# also specifies the players to find a match for and where to host the
|
4364
|
+
# new game session for optimal performance. A matchmaking request might
|
4365
|
+
# start with a single player or a group of players who want to play
|
4366
|
+
# together. FlexMatch finds additional players as needed to fill the
|
4367
|
+
# match. Match type, rules, and the queue used to place a new game
|
4368
|
+
# session are defined in a `MatchmakingConfiguration`. For complete
|
4369
|
+
# information on setting up and using FlexMatch, see the topic [ Adding
|
4370
|
+
# FlexMatch to Your Game][1].
|
4371
|
+
#
|
4372
|
+
# To start matchmaking, provide a unique ticket ID, specify a
|
4373
|
+
# matchmaking configuration, and include the players to be matched. You
|
4374
|
+
# must also include a set of player attributes relevant for the
|
4375
|
+
# matchmaking configuration. If successful, a matchmaking ticket is
|
4376
|
+
# returned with status set to `QUEUED`. Track the status of the ticket
|
4377
|
+
# to respond as needed and acquire game session connection information
|
4378
|
+
# for sucessfully completed matches.
|
4379
|
+
#
|
4380
|
+
# **Tracking ticket status** -- A couple of options are available for
|
4381
|
+
# tracking the status of matchmaking requests:
|
4382
|
+
#
|
4383
|
+
# * Polling -- Call `DescribeMatchmaking`. This operation returns the
|
4384
|
+
# full ticket object, including current status and (for completed
|
4385
|
+
# tickets) game session connection info. We recommend polling no more
|
4386
|
+
# than once every 10 seconds.
|
4387
|
+
#
|
4388
|
+
# * Notifications -- Get event notifications for changes in ticket
|
4389
|
+
# status using Amazon Simple Notification Service (SNS). Notifications
|
4390
|
+
# are easy to set up (see CreateMatchmakingConfiguration) and
|
4391
|
+
# typically deliver match status changes faster and more efficiently
|
4392
|
+
# than polling. We recommend that you use polling to back up to
|
4393
|
+
# notifications (since delivery is not guaranteed) and call
|
4394
|
+
# `DescribeMatchmaking` only when notifications are not received
|
4395
|
+
# within 30 seconds.
|
4396
|
+
#
|
4397
|
+
# **Processing a matchmaking request** -- FlexMatch handles a
|
4398
|
+
# matchmaking request as follows:
|
4399
|
+
#
|
4400
|
+
# 1. Your client code submits a `StartMatchmaking` request for one or
|
4401
|
+
# more players and tracks the status of the request ticket.
|
4402
|
+
#
|
4403
|
+
# 2. FlexMatch uses this ticket and others in process to build an
|
4404
|
+
# acceptable match. When a potential match is identified, all
|
4405
|
+
# tickets in the proposed match are advanced to the next status.
|
4406
|
+
#
|
4407
|
+
# 3. If the match requires player acceptance (set in the matchmaking
|
4408
|
+
# configuration), the tickets move into status
|
4409
|
+
# `REQUIRES_ACCEPTANCE`. This status triggers your client code to
|
4410
|
+
# solicit acceptance from all players in every ticket involved in
|
4411
|
+
# the match, and then call AcceptMatch for each player. If any
|
4412
|
+
# player rejects or fails to accept the match before a specified
|
4413
|
+
# timeout, the proposed match is dropped (see `AcceptMatch` for more
|
4414
|
+
# details).
|
4415
|
+
#
|
4416
|
+
# 4. Once a match is proposed and accepted, the matchmaking tickets
|
4417
|
+
# move into status `PLACING`. FlexMatch locates resources for a new
|
4418
|
+
# game session using the game session queue (set in the matchmaking
|
4419
|
+
# configuration) and creates the game session based on the match
|
4420
|
+
# data.
|
4421
|
+
#
|
4422
|
+
# 5. When the match is successfully placed, the matchmaking tickets
|
4423
|
+
# move into `COMPLETED` status. Connection information (including
|
4424
|
+
# game session endpoint and player session) is added to the
|
4425
|
+
# matchmaking tickets. Matched players can use the connection
|
4426
|
+
# information to join the game.
|
4427
|
+
#
|
4428
|
+
# Matchmaking-related operations include:
|
4429
|
+
#
|
4430
|
+
# * StartMatchmaking
|
4431
|
+
#
|
4432
|
+
# * DescribeMatchmaking
|
4433
|
+
#
|
4434
|
+
# * StopMatchmaking
|
4435
|
+
#
|
4436
|
+
# * AcceptMatch
|
4437
|
+
#
|
4438
|
+
#
|
4439
|
+
#
|
4440
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html
|
4441
|
+
#
|
4442
|
+
# @option params [String] :ticket_id
|
4443
|
+
# Unique identifier for a matchmaking ticket. Use this identifier to
|
4444
|
+
# track the matchmaking ticket status and retrieve match results.
|
4445
|
+
#
|
4446
|
+
# @option params [required, String] :configuration_name
|
4447
|
+
# Name of the matchmaking configuration to use for this request.
|
4448
|
+
# Matchmaking configurations must exist in the same region as this
|
4449
|
+
# request.
|
4450
|
+
#
|
4451
|
+
# @option params [required, Array<Types::Player>] :players
|
4452
|
+
# Information on each player to be matched. This information must
|
4453
|
+
# include a player ID, and may contain player attributes and latency
|
4454
|
+
# data to be used in the matchmaking process. After a successful match,
|
4455
|
+
# `Player` objects contain the name of the team the player is assigned
|
4456
|
+
# to.
|
4457
|
+
#
|
4458
|
+
# @return [Types::StartMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
4459
|
+
#
|
4460
|
+
# * {Types::StartMatchmakingOutput#matchmaking_ticket #matchmaking_ticket} => Types::MatchmakingTicket
|
4461
|
+
#
|
4462
|
+
# @example Request syntax with placeholder values
|
4463
|
+
#
|
4464
|
+
# resp = client.start_matchmaking({
|
4465
|
+
# ticket_id: "MatchmakingIdStringModel",
|
4466
|
+
# configuration_name: "MatchmakingIdStringModel", # required
|
4467
|
+
# players: [ # required
|
4468
|
+
# {
|
4469
|
+
# player_id: "PlayerIdStringModel",
|
4470
|
+
# player_attributes: {
|
4471
|
+
# "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
|
4472
|
+
# },
|
4473
|
+
# team: "NonZeroAndMaxString",
|
4474
|
+
# latency_in_ms: {
|
4475
|
+
# "NonEmptyString" => 1,
|
4476
|
+
# },
|
4477
|
+
# },
|
4478
|
+
# ],
|
4479
|
+
# })
|
4480
|
+
#
|
4481
|
+
# @example Response structure
|
4482
|
+
#
|
4483
|
+
# resp.matchmaking_ticket.ticket_id #=> String
|
4484
|
+
# resp.matchmaking_ticket.configuration_name #=> String
|
4485
|
+
# resp.matchmaking_ticket.status #=> String, one of "CANCELED", "COMPLETE", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT"
|
4486
|
+
# resp.matchmaking_ticket.status_reason #=> String
|
4487
|
+
# resp.matchmaking_ticket.status_message #=> String
|
4488
|
+
# resp.matchmaking_ticket.start_time #=> Time
|
4489
|
+
# resp.matchmaking_ticket.players #=> Array
|
4490
|
+
# resp.matchmaking_ticket.players[0].player_id #=> String
|
4491
|
+
# resp.matchmaking_ticket.players[0].player_attributes #=> Hash
|
4492
|
+
# resp.matchmaking_ticket.players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
|
4493
|
+
# resp.matchmaking_ticket.players[0].team #=> String
|
4494
|
+
# resp.matchmaking_ticket.players[0].latency_in_ms #=> Hash
|
4495
|
+
# resp.matchmaking_ticket.players[0].latency_in_ms["NonEmptyString"] #=> Integer
|
4496
|
+
# resp.matchmaking_ticket.game_session_connection_info.game_session_arn #=> String
|
4497
|
+
# resp.matchmaking_ticket.game_session_connection_info.ip_address #=> String
|
4498
|
+
# resp.matchmaking_ticket.game_session_connection_info.port #=> Integer
|
4499
|
+
# resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions #=> Array
|
4500
|
+
# resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_id #=> String
|
4501
|
+
# resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_session_id #=> String
|
4502
|
+
#
|
4503
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking AWS API Documentation
|
4504
|
+
#
|
4505
|
+
# @overload start_matchmaking(params = {})
|
4506
|
+
# @param [Hash] params ({})
|
4507
|
+
def start_matchmaking(params = {}, options = {})
|
4508
|
+
req = build_request(:start_matchmaking, params)
|
4509
|
+
req.send_request(options)
|
4510
|
+
end
|
4511
|
+
|
4512
|
+
# Cancels a game session placement that is in `PENDING` status. To stop
|
4513
|
+
# a placement, provide the placement ID values. If successful, the
|
4514
|
+
# placement is moved to `CANCELLED` status.
|
3726
4515
|
#
|
3727
4516
|
# Game-session-related operations include:
|
3728
4517
|
#
|
@@ -3783,6 +4572,7 @@ module Aws::GameLift
|
|
3783
4572
|
# resp.game_session_placement.placed_player_sessions #=> Array
|
3784
4573
|
# resp.game_session_placement.placed_player_sessions[0].player_id #=> String
|
3785
4574
|
# resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
|
4575
|
+
# resp.game_session_placement.game_session_data #=> String
|
3786
4576
|
#
|
3787
4577
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement AWS API Documentation
|
3788
4578
|
#
|
@@ -3793,6 +4583,41 @@ module Aws::GameLift
|
|
3793
4583
|
req.send_request(options)
|
3794
4584
|
end
|
3795
4585
|
|
4586
|
+
# Cancels a matchmaking ticket that is currently being processed. To
|
4587
|
+
# stop the matchmaking operation, specify the ticket ID. If successful,
|
4588
|
+
# work on the ticket is stopped, and the ticket status is changed to
|
4589
|
+
# `CANCELLED`.
|
4590
|
+
#
|
4591
|
+
# Matchmaking-related operations include:
|
4592
|
+
#
|
4593
|
+
# * StartMatchmaking
|
4594
|
+
#
|
4595
|
+
# * DescribeMatchmaking
|
4596
|
+
#
|
4597
|
+
# * StopMatchmaking
|
4598
|
+
#
|
4599
|
+
# * AcceptMatch
|
4600
|
+
#
|
4601
|
+
# @option params [required, String] :ticket_id
|
4602
|
+
# Unique identifier for a matchmaking ticket.
|
4603
|
+
#
|
4604
|
+
# @return [Struct] Returns an empty {Seahorse::Client::Response response}.
|
4605
|
+
#
|
4606
|
+
# @example Request syntax with placeholder values
|
4607
|
+
#
|
4608
|
+
# resp = client.stop_matchmaking({
|
4609
|
+
# ticket_id: "MatchmakingIdStringModel", # required
|
4610
|
+
# })
|
4611
|
+
#
|
4612
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking AWS API Documentation
|
4613
|
+
#
|
4614
|
+
# @overload stop_matchmaking(params = {})
|
4615
|
+
# @param [Hash] params ({})
|
4616
|
+
def stop_matchmaking(params = {}, options = {})
|
4617
|
+
req = build_request(:stop_matchmaking, params)
|
4618
|
+
req.send_request(options)
|
4619
|
+
end
|
4620
|
+
|
3796
4621
|
# Updates properties for an alias. To update properties, specify the
|
3797
4622
|
# alias ID to be updated and provide the information to be changed. To
|
3798
4623
|
# reassign an alias to another fleet, provide an updated routing
|
@@ -4327,6 +5152,7 @@ module Aws::GameLift
|
|
4327
5152
|
# resp.game_session.port #=> Integer
|
4328
5153
|
# resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
|
4329
5154
|
# resp.game_session.creator_id #=> String
|
5155
|
+
# resp.game_session.game_session_data #=> String
|
4330
5156
|
#
|
4331
5157
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession AWS API Documentation
|
4332
5158
|
#
|
@@ -4353,13 +5179,13 @@ module Aws::GameLift
|
|
4353
5179
|
# * DeleteGameSessionQueue
|
4354
5180
|
#
|
4355
5181
|
# @option params [required, String] :name
|
4356
|
-
# Descriptive label that is associated with queue. Queue
|
4357
|
-
# unique within each region.
|
5182
|
+
# Descriptive label that is associated with game session queue. Queue
|
5183
|
+
# names must be unique within each region.
|
4358
5184
|
#
|
4359
5185
|
# @option params [Integer] :timeout_in_seconds
|
4360
5186
|
# Maximum time, in seconds, that a new game session placement request
|
4361
5187
|
# remains in the queue. When a request exceeds this time, the game
|
4362
|
-
# session placement changes to a
|
5188
|
+
# session placement changes to a `TIMED_OUT` status.
|
4363
5189
|
#
|
4364
5190
|
# @option params [Array<Types::PlayerLatencyPolicy>] :player_latency_policies
|
4365
5191
|
# Collection of latency policies to apply when processing game sessions
|
@@ -4422,6 +5248,159 @@ module Aws::GameLift
|
|
4422
5248
|
req.send_request(options)
|
4423
5249
|
end
|
4424
5250
|
|
5251
|
+
# Updates settings for a FlexMatch matchmaking configuration. To update
|
5252
|
+
# settings, specify the configuration name to be updated and provide the
|
5253
|
+
# new settings.
|
5254
|
+
#
|
5255
|
+
# Operations related to match configurations and rule sets include:
|
5256
|
+
#
|
5257
|
+
# * CreateMatchmakingConfiguration
|
5258
|
+
#
|
5259
|
+
# * DescribeMatchmakingConfigurations
|
5260
|
+
#
|
5261
|
+
# * UpdateMatchmakingConfiguration
|
5262
|
+
#
|
5263
|
+
# * DeleteMatchmakingConfiguration
|
5264
|
+
#
|
5265
|
+
# * CreateMatchmakingRuleSet
|
5266
|
+
#
|
5267
|
+
# * DescribeMatchmakingRuleSets
|
5268
|
+
#
|
5269
|
+
# * ValidateMatchmakingRuleSet
|
5270
|
+
#
|
5271
|
+
# @option params [required, String] :name
|
5272
|
+
# Unique identifier for a matchmaking configuration to update.
|
5273
|
+
#
|
5274
|
+
# @option params [String] :description
|
5275
|
+
# Descriptive label that is associated with matchmaking configuration.
|
5276
|
+
#
|
5277
|
+
# @option params [Array<String>] :game_session_queue_arns
|
5278
|
+
# Amazon Resource Name ([ARN][1]) that is assigned to a game session
|
5279
|
+
# queue and uniquely identifies it. Format is
|
5280
|
+
# `arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`.
|
5281
|
+
# These queues are used when placing game sessions for matches that are
|
5282
|
+
# created with this matchmaking configuration. Queues can be located in
|
5283
|
+
# any region.
|
5284
|
+
#
|
5285
|
+
#
|
5286
|
+
#
|
5287
|
+
# [1]: http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
|
5288
|
+
#
|
5289
|
+
# @option params [Integer] :request_timeout_seconds
|
5290
|
+
# Maximum duration, in seconds, that a matchmaking ticket can remain in
|
5291
|
+
# process before timing out. Requests that time out can be resubmitted
|
5292
|
+
# as needed.
|
5293
|
+
#
|
5294
|
+
# @option params [Integer] :acceptance_timeout_seconds
|
5295
|
+
# Length of time (in seconds) to wait for players to accept a proposed
|
5296
|
+
# match. If any player rejects the match or fails to accept before the
|
5297
|
+
# timeout, the ticket continues to look for an acceptable match.
|
5298
|
+
#
|
5299
|
+
# @option params [Boolean] :acceptance_required
|
5300
|
+
# Flag that determines whether or not a match that was created with this
|
5301
|
+
# configuration must be accepted by the matched players. To require
|
5302
|
+
# acceptance, set to TRUE.
|
5303
|
+
#
|
5304
|
+
# @option params [String] :rule_set_name
|
5305
|
+
# Unique identifier for a matchmaking rule set to use with this
|
5306
|
+
# configuration. A matchmaking configuration can only use rule sets that
|
5307
|
+
# are defined in the same region.
|
5308
|
+
#
|
5309
|
+
# @option params [String] :notification_target
|
5310
|
+
# SNS topic ARN that is set up to receive matchmaking notifications. See
|
5311
|
+
# [ Setting up Notifications for Matchmaking][1] for more information.
|
5312
|
+
#
|
5313
|
+
#
|
5314
|
+
#
|
5315
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html
|
5316
|
+
#
|
5317
|
+
# @option params [Integer] :additional_player_count
|
5318
|
+
# Number of player slots in a match to keep open for future players. For
|
5319
|
+
# example, if the configuration's rule set specifies a match for a
|
5320
|
+
# single 12-person team, and the additional player count is set to 2,
|
5321
|
+
# only 10 players are selected for the match.
|
5322
|
+
#
|
5323
|
+
# @option params [String] :custom_event_data
|
5324
|
+
# Information to attached to all events related to the matchmaking
|
5325
|
+
# configuration.
|
5326
|
+
#
|
5327
|
+
# @option params [Array<Types::GameProperty>] :game_properties
|
5328
|
+
# Set of developer-defined properties for a game session, formatted as a
|
5329
|
+
# set of type:value pairs. These properties are included in the
|
5330
|
+
# GameSession object, which is passed to the game server with a request
|
5331
|
+
# to start a new game session (see [Start a Game Session][1]). This
|
5332
|
+
# information is added to the new GameSession object that is created for
|
5333
|
+
# a successful match.
|
5334
|
+
#
|
5335
|
+
#
|
5336
|
+
#
|
5337
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
|
5338
|
+
#
|
5339
|
+
# @option params [String] :game_session_data
|
5340
|
+
# Set of developer-defined game session properties, formatted as a
|
5341
|
+
# single string value. This data is included in the GameSession object,
|
5342
|
+
# which is passed to the game server with a request to start a new game
|
5343
|
+
# session (see [Start a Game Session][1]). This information is added to
|
5344
|
+
# the new GameSession object that is created for a successful match.
|
5345
|
+
#
|
5346
|
+
#
|
5347
|
+
#
|
5348
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
|
5349
|
+
#
|
5350
|
+
# @return [Types::UpdateMatchmakingConfigurationOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
5351
|
+
#
|
5352
|
+
# * {Types::UpdateMatchmakingConfigurationOutput#configuration #configuration} => Types::MatchmakingConfiguration
|
5353
|
+
#
|
5354
|
+
# @example Request syntax with placeholder values
|
5355
|
+
#
|
5356
|
+
# resp = client.update_matchmaking_configuration({
|
5357
|
+
# name: "MatchmakingIdStringModel", # required
|
5358
|
+
# description: "NonZeroAndMaxString",
|
5359
|
+
# game_session_queue_arns: ["ArnStringModel"],
|
5360
|
+
# request_timeout_seconds: 1,
|
5361
|
+
# acceptance_timeout_seconds: 1,
|
5362
|
+
# acceptance_required: false,
|
5363
|
+
# rule_set_name: "MatchmakingIdStringModel",
|
5364
|
+
# notification_target: "SnsArnStringModel",
|
5365
|
+
# additional_player_count: 1,
|
5366
|
+
# custom_event_data: "CustomEventData",
|
5367
|
+
# game_properties: [
|
5368
|
+
# {
|
5369
|
+
# key: "GamePropertyKey", # required
|
5370
|
+
# value: "GamePropertyValue", # required
|
5371
|
+
# },
|
5372
|
+
# ],
|
5373
|
+
# game_session_data: "GameSessionData",
|
5374
|
+
# })
|
5375
|
+
#
|
5376
|
+
# @example Response structure
|
5377
|
+
#
|
5378
|
+
# resp.configuration.name #=> String
|
5379
|
+
# resp.configuration.description #=> String
|
5380
|
+
# resp.configuration.game_session_queue_arns #=> Array
|
5381
|
+
# resp.configuration.game_session_queue_arns[0] #=> String
|
5382
|
+
# resp.configuration.request_timeout_seconds #=> Integer
|
5383
|
+
# resp.configuration.acceptance_timeout_seconds #=> Integer
|
5384
|
+
# resp.configuration.acceptance_required #=> Boolean
|
5385
|
+
# resp.configuration.rule_set_name #=> String
|
5386
|
+
# resp.configuration.notification_target #=> String
|
5387
|
+
# resp.configuration.additional_player_count #=> Integer
|
5388
|
+
# resp.configuration.custom_event_data #=> String
|
5389
|
+
# resp.configuration.creation_time #=> Time
|
5390
|
+
# resp.configuration.game_properties #=> Array
|
5391
|
+
# resp.configuration.game_properties[0].key #=> String
|
5392
|
+
# resp.configuration.game_properties[0].value #=> String
|
5393
|
+
# resp.configuration.game_session_data #=> String
|
5394
|
+
#
|
5395
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration AWS API Documentation
|
5396
|
+
#
|
5397
|
+
# @overload update_matchmaking_configuration(params = {})
|
5398
|
+
# @param [Hash] params ({})
|
5399
|
+
def update_matchmaking_configuration(params = {}, options = {})
|
5400
|
+
req = build_request(:update_matchmaking_configuration, params)
|
5401
|
+
req.send_request(options)
|
5402
|
+
end
|
5403
|
+
|
4425
5404
|
# Updates the current run-time configuration for the specified fleet,
|
4426
5405
|
# which tells Amazon GameLift how to launch server processes on
|
4427
5406
|
# instances in the fleet. You can update a fleet's run-time
|
@@ -4537,6 +5516,54 @@ module Aws::GameLift
|
|
4537
5516
|
req.send_request(options)
|
4538
5517
|
end
|
4539
5518
|
|
5519
|
+
# Validates the syntax of a matchmaking rule or rule set. This operation
|
5520
|
+
# checks that the rule set uses syntactically correct JSON and that it
|
5521
|
+
# conforms to allowed property expressions. To validate syntax, provide
|
5522
|
+
# a rule set string.
|
5523
|
+
#
|
5524
|
+
# Operations related to match configurations and rule sets include:
|
5525
|
+
#
|
5526
|
+
# * CreateMatchmakingConfiguration
|
5527
|
+
#
|
5528
|
+
# * DescribeMatchmakingConfigurations
|
5529
|
+
#
|
5530
|
+
# * UpdateMatchmakingConfiguration
|
5531
|
+
#
|
5532
|
+
# * DeleteMatchmakingConfiguration
|
5533
|
+
#
|
5534
|
+
# * CreateMatchmakingRuleSet
|
5535
|
+
#
|
5536
|
+
# * DescribeMatchmakingRuleSets
|
5537
|
+
#
|
5538
|
+
# * ValidateMatchmakingRuleSet
|
5539
|
+
#
|
5540
|
+
# @option params [required, String] :rule_set_body
|
5541
|
+
# Collection of matchmaking rules to validate, formatted as a JSON
|
5542
|
+
# string.
|
5543
|
+
#
|
5544
|
+
# @return [Types::ValidateMatchmakingRuleSetOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
5545
|
+
#
|
5546
|
+
# * {Types::ValidateMatchmakingRuleSetOutput#valid #valid} => Boolean
|
5547
|
+
#
|
5548
|
+
# @example Request syntax with placeholder values
|
5549
|
+
#
|
5550
|
+
# resp = client.validate_matchmaking_rule_set({
|
5551
|
+
# rule_set_body: "RuleSetBody", # required
|
5552
|
+
# })
|
5553
|
+
#
|
5554
|
+
# @example Response structure
|
5555
|
+
#
|
5556
|
+
# resp.valid #=> Boolean
|
5557
|
+
#
|
5558
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet AWS API Documentation
|
5559
|
+
#
|
5560
|
+
# @overload validate_matchmaking_rule_set(params = {})
|
5561
|
+
# @param [Hash] params ({})
|
5562
|
+
def validate_matchmaking_rule_set(params = {}, options = {})
|
5563
|
+
req = build_request(:validate_matchmaking_rule_set, params)
|
5564
|
+
req.send_request(options)
|
5565
|
+
end
|
5566
|
+
|
4540
5567
|
# @!endgroup
|
4541
5568
|
|
4542
5569
|
# @param params ({})
|
@@ -4550,7 +5577,7 @@ module Aws::GameLift
|
|
4550
5577
|
params: params,
|
4551
5578
|
config: config)
|
4552
5579
|
context[:gem_name] = 'aws-sdk-gamelift'
|
4553
|
-
context[:gem_version] = '1.0.0.
|
5580
|
+
context[:gem_version] = '1.0.0.rc13'
|
4554
5581
|
Seahorse::Client::Request.new(handlers, context)
|
4555
5582
|
end
|
4556
5583
|
|