aws-sdk-gamelift 1.1.0 → 1.2.0
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 +313 -128
- data/lib/aws-sdk-gamelift/client_api.rb +33 -11
- data/lib/aws-sdk-gamelift/types.rb +260 -123
- metadata +2 -2
checksums.yaml
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SHA1:
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metadata.gz:
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data.tar.gz:
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metadata.gz: 5d96827b89b2d0d801203e3020389b939ad61f41
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data.tar.gz: e711bce8e22058bb7ce288a074eae56124c3adf6
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metadata.gz: 770a0b7f4630e3947a1f5eece2813833a072feb078ddf7a32317633aad427685ee9c861b55508dcd27592589bf629bdaf0745b9b8c77eec1300e15892ff59db0
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data.tar.gz: eb91ca3456d1b925c854fc93383b94ce87868188357f437e63b1f0b5a24ed6440d9b3f71afb8ae1dbb201d5bca8bf75db0db08840fd7e0505f6f50320e66fc51
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data/lib/aws-sdk-gamelift.rb
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@@ -208,7 +208,7 @@ module Aws::GameLift
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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: ["
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# player_ids: ["NonZeroAndMaxString"], # required
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# acceptance_type: "ACCEPT", # required, accepts ACCEPT, REJECT
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# })
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#
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req.send_request(options)
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end
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# Creates a new Amazon GameLift build
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# files
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#
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# Creates a new Amazon GameLift build record for your game server binary
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# files and points to the location of your game server build files in an
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# Amazon Simple Storage Service (Amazon S3) location.
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#
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# Game server binaries must be combined into a `.zip` file for use with
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# Amazon GameLift. See [Uploading Your Game][1] for more information.
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#
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# To create new builds quickly and easily, use the AWS CLI command <b>
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# <a
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# href="http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
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# </b>. This helper command uploads your build and creates a new build
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# record in one step, and automatically handles the necessary
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# permissions. See [ Upload Build Files to Amazon GameLift][2] for more
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# help.
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#
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# The `CreateBuild` operation should be used only when you need to
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# manually upload your build files, as in the following scenarios:
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#
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# * Store a build file in an Amazon S3 bucket under your own AWS
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# account. To use this option, you must first give Amazon GameLift
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# access to that Amazon S3 bucket. See [ Create a Build with Files in
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# Amazon S3][3] for detailed help. To create a new build record using
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# files in your Amazon S3 bucket, call `CreateBuild` and specify a
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# build name, operating system, and the storage location of your game
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# build.
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#
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# * Upload a build file directly to Amazon GameLift's Amazon S3
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# account. To use this option, you first call `CreateBuild` with a
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# build name and operating system. This action creates a new build
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# record and returns an Amazon S3 storage location (bucket and key
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# only) and temporary access credentials. Use the credentials to
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# manually upload your build file to the storage location (see the
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# Amazon S3 topic [Uploading Objects][4]). You can upload files to a
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# location only once.
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#
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# If successful, this operation creates a new build record with a unique
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# build ID and places it in `INITIALIZED` status. You can use
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# DescribeBuild to check the status of your build. A build must be in
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# `READY` status before it can be used to create fleets.
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#
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# Build-related operations include:
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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-build-intro.html
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# [2]: http://docs.aws.amazon.com/
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# [2]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html
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# [3]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build
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# [4]: http://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html
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#
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# @option params [String] :name
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# Descriptive label that is associated with a build. Build names do not
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# need to be unique. You can use UpdateBuild to change this value later.
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#
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# @option params [Types::S3Location] :storage_location
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# bucket
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# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build
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# Information indicating where your game build files are stored. Use
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# this parameter only when creating a build with files stored in an
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# Amazon S3 bucket that you own. The storage location must specify an
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# Amazon S3 bucket name and key, as well as a role ARN that you set up
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# to allow Amazon GameLift to access your Amazon S3 bucket. The S3
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# bucket must be in the same region that you want to create a new build
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# in.
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#
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# @option params [String] :operating_system
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# Operating system that the game server binaries are built to run on.
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# This value determines the type of fleet resources that you can use for
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# this build. If your game build contains multiple executables, they all
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# must run on the same operating system.
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# must run on the same operating system. If an operating system is not
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# specified when creating a build, Amazon GameLift uses the default
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# value (WINDOWS\_2012). This value cannot be changed later.
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#
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# @return [Types::CreateBuildOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
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#
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# can create over a span of time for this fleet.
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#
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# @option params [Array<String>] :metric_groups
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#
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# at a
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# Name of a metric group to add this fleet to. A metric group tracks
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# metrics across all fleets in the group. Use an existing metric group
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# name to add this fleet to the group, or use a new name to create a new
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# metric group. A fleet can only be included in one metric group at a
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# time.
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#
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# @option params [String] :peer_vpc_aws_account_id
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# Unique identifier for the AWS account with the VPC that you want to
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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
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# GameSession object
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#
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# Set of custom properties for a game session, formatted as key:value
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# pairs. These properties are passed to a game server process in the
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# GameSession object with a request to start a new game session (see
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# [Start a Game Session][1]).
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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
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# Set of custom game session properties, formatted as a single string
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# value. This data is passed to a game server process in the GameSession
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# object with a request to start a new game session (see [Start a Game
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# Session][1]).
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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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# resp.game_session.matchmaker_data #=> String
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#
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# configuration.
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#
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# Set of
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# GameSession object
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# a successful match.
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# Set of custom properties for a game session, formatted as key:value
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# pairs. These properties are passed to a game server process in the
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# GameSession object with a request to start a new game session (see
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# [Start a Game Session][1]). This information is added to the new
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# GameSession object that is created for a successful match.
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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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# Set of
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# value. This data is passed to a game server process in the GameSession
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# object with a request to start a new game session (see [Start a Game
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# Session][1]). This information is added to the new GameSession object
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# that is created for a successful match.
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req.send_request(options)
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end
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# Retrieves properties for a build. To
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# Retrieves properties for a build. To request a build record, specify a
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# build ID. If successful, an object containing the build properties is
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# returned.
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# resp.game_session_details[0].game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
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# resp.game_session_details[0].game_session.creator_id #=> String
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# resp.game_session_details[0].game_session.game_session_data #=> String
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# resp.game_session_details[0].game_session.matchmaker_data #=> String
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# resp.game_session_details[0].protection_policy #=> String, one of "NoProtection", "FullProtection"
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# resp.next_token #=> String
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# resp.game_session_placement.placed_player_sessions[0].player_id #=> String
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# resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
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# resp.game_session_placement.game_session_data #=> String
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#
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#
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# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions AWS API Documentation
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end
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# Retrieves one or more matchmaking tickets. Use this operation to
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# retrieve ticket information, including status and--once a successful
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# match is made--acquire connection information for the resulting new
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# game session.
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#
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# You can use this operation to track the progress of matchmaking
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# requests (through polling) as an alternative to using event
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# notifications. See more details on tracking matchmaking requests
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# through polling or notifications in StartMatchmaking.
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#
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# To request matchmaking tickets, provide a list of up to 10 ticket IDs.
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# If the request is successful, a ticket object is returned for each
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# requested ID that currently exists.
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# * AcceptMatch
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# Unique identifier for a matchmaking ticket.
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# Unique identifier for a matchmaking ticket. You can include up to 10
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# ID values.
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#
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# @return [Types::DescribeMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
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# of
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# Retrieves a fresh set of credentials for use when uploading a new set
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# of game build files to Amazon GameLift's Amazon S3. This is done as
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# part of the build creation process; see CreateBuild.
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#
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# To request new credentials, specify the build ID as returned with an
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# initial `CreateBuild` request. If successful, a new set of credentials
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# are returned, along with the S3 storage location associated with the
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# build ID.
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#
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# @option params [required, String] :build_id
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# Unique identifier for a build to get credentials for.
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end
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# Retrieves
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# and sorts them in a specified order.
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#
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# in `ACTIVE` status. If you need to retrieve game sessions with a
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# status other than active, use DescribeGameSessions. If you need to
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# retrieve the protection policy for each game session, use
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# DescribeGameSessionDetails.
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#
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# You can search or sort by the following game session attributes:
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# Retrieves all active game sessions that match a set of search criteria
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# and sorts them in a specified order. You can search or sort by the
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# following game session attributes:
|
4378
4400
|
#
|
4379
4401
|
# * **gameSessionId** -- Unique identifier for the game session. You can
|
4380
4402
|
# use either a `GameSessionId` or `GameSessionArn` value.
|
@@ -4384,6 +4406,19 @@ module Aws::GameLift
|
|
4384
4406
|
# updating with UpdateGameSession. Game session names do not need to
|
4385
4407
|
# be unique to a game session.
|
4386
4408
|
#
|
4409
|
+
# * **gameSessionProperties** -- Custom data defined in a game
|
4410
|
+
# session's `GameProperty` parameter. `GameProperty` values are
|
4411
|
+
# stored as key:value pairs; the filter expression must indicate the
|
4412
|
+
# key and a string to search the data values for. For example, to
|
4413
|
+
# search for game sessions with custom data containing the key:value
|
4414
|
+
# pair "gameMode:brawl", specify the following:
|
4415
|
+
# gameSessionProperties.gameMode = "brawl". All custom data values
|
4416
|
+
# are searched as strings.
|
4417
|
+
#
|
4418
|
+
# * **maximumSessions** -- Maximum number of player sessions allowed for
|
4419
|
+
# a game session. This value is set when requesting a new game session
|
4420
|
+
# with CreateGameSession or updating with UpdateGameSession.
|
4421
|
+
#
|
4387
4422
|
# * **creationTimeMillis** -- Value indicating when a game session was
|
4388
4423
|
# created. It is expressed in Unix time as milliseconds.
|
4389
4424
|
#
|
@@ -4391,22 +4426,11 @@ module Aws::GameLift
|
|
4391
4426
|
# game session. This value changes rapidly as players join the session
|
4392
4427
|
# or drop out.
|
4393
4428
|
#
|
4394
|
-
# * **maximumSessions** -- Maximum number of player sessions allowed for
|
4395
|
-
# a game session. This value is set when requesting a new game session
|
4396
|
-
# with CreateGameSession or updating with UpdateGameSession.
|
4397
|
-
#
|
4398
4429
|
# * **hasAvailablePlayerSessions** -- Boolean value indicating whether a
|
4399
|
-
# game session has reached its maximum number of players.
|
4400
|
-
#
|
4401
|
-
#
|
4402
|
-
#
|
4403
|
-
# sessions that players can join.
|
4404
|
-
#
|
4405
|
-
# To search or sort, specify either a fleet ID or an alias ID, and
|
4406
|
-
# provide a search filter expression, a sort expression, or both. Use
|
4407
|
-
# the pagination parameters to retrieve results as a set of sequential
|
4408
|
-
# pages. If successful, a collection of GameSession objects matching the
|
4409
|
-
# request is returned.
|
4430
|
+
# game session has reached its maximum number of players. It is highly
|
4431
|
+
# recommended that all search requests include this filter attribute
|
4432
|
+
# to optimize search performance and return only sessions that players
|
4433
|
+
# can join.
|
4410
4434
|
#
|
4411
4435
|
# <note markdown="1"> Returned values for `playerSessionCount` and
|
4412
4436
|
# `hasAvailablePlayerSessions` change quickly as players join sessions
|
@@ -4416,6 +4440,18 @@ module Aws::GameLift
|
|
4416
4440
|
#
|
4417
4441
|
# </note>
|
4418
4442
|
#
|
4443
|
+
# To search or sort, specify either a fleet ID or an alias ID, and
|
4444
|
+
# provide a search filter expression, a sort expression, or both. If
|
4445
|
+
# successful, a collection of GameSession objects matching the request
|
4446
|
+
# is returned. Use the pagination parameters to retrieve results as a
|
4447
|
+
# set of sequential pages.
|
4448
|
+
#
|
4449
|
+
# You can search for game sessions one fleet at a time only. To find
|
4450
|
+
# game sessions across multiple fleets, you must search each fleet
|
4451
|
+
# separately and combine the results. This search feature finds only
|
4452
|
+
# game sessions that are in `ACTIVE` status. To locate games in statuses
|
4453
|
+
# other than active, use DescribeGameSessionDetails.
|
4454
|
+
#
|
4419
4455
|
# Game-session-related operations include:
|
4420
4456
|
#
|
4421
4457
|
# * CreateGameSession
|
@@ -4456,20 +4492,21 @@ module Aws::GameLift
|
|
4456
4492
|
# condition consists of the following:
|
4457
4493
|
#
|
4458
4494
|
# * **Operand** -- Name of a game session attribute. Valid values are
|
4459
|
-
# `gameSessionName`, `gameSessionId`, `
|
4460
|
-
# `
|
4495
|
+
# `gameSessionName`, `gameSessionId`, `gameSessionProperties`,
|
4496
|
+
# `maximumSessions`, `creationTimeMillis`, `playerSessionCount`,
|
4461
4497
|
# `hasAvailablePlayerSessions`.
|
4462
4498
|
#
|
4463
4499
|
# * **Comparator** -- Valid comparators are: `=`, `<>`, `<`, `>`, `<=`,
|
4464
4500
|
# `>=`.
|
4465
4501
|
#
|
4466
|
-
# * **Value** -- Value to be searched for. Values
|
4467
|
-
# boolean values (true/false) or strings
|
4468
|
-
#
|
4469
|
-
#
|
4470
|
-
# comparators `=` and `<>`. For
|
4471
|
-
# expression searches on
|
4472
|
-
# "gameSessionName =
|
4502
|
+
# * **Value** -- Value to be searched for. Values may be numbers,
|
4503
|
+
# boolean values (true/false) or strings depending on the operand.
|
4504
|
+
# String values are case sensitive and must be enclosed in single
|
4505
|
+
# quotes. Special characters must be escaped. Boolean and string
|
4506
|
+
# values can only be used with the comparators `=` and `<>`. For
|
4507
|
+
# example, the following filter expression searches on
|
4508
|
+
# `gameSessionName`\: "`FilterExpression": "gameSessionName =
|
4509
|
+
# 'Matt\'s Awesome Game 1'"`.
|
4473
4510
|
#
|
4474
4511
|
# To chain multiple conditions in a single expression, use the logical
|
4475
4512
|
# keywords `AND`, `OR`, and `NOT` and parentheses as needed. For
|
@@ -4498,8 +4535,8 @@ module Aws::GameLift
|
|
4498
4535
|
# expression consists of the following elements:
|
4499
4536
|
#
|
4500
4537
|
# * **Operand** -- Name of a game session attribute. Valid values are
|
4501
|
-
# `gameSessionName`, `gameSessionId`, `
|
4502
|
-
# `
|
4538
|
+
# `gameSessionName`, `gameSessionId`, `gameSessionProperties`,
|
4539
|
+
# `maximumSessions`, `creationTimeMillis`, `playerSessionCount`,
|
4503
4540
|
# `hasAvailablePlayerSessions`.
|
4504
4541
|
#
|
4505
4542
|
# * **Order** -- Valid sort orders are `ASC` (ascending) and `DESC`
|
@@ -4555,6 +4592,7 @@ module Aws::GameLift
|
|
4555
4592
|
# resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
|
4556
4593
|
# resp.game_sessions[0].creator_id #=> String
|
4557
4594
|
# resp.game_sessions[0].game_session_data #=> String
|
4595
|
+
# resp.game_sessions[0].matchmaker_data #=> String
|
4558
4596
|
# resp.next_token #=> String
|
4559
4597
|
#
|
4560
4598
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions AWS API Documentation
|
@@ -4642,10 +4680,10 @@ module Aws::GameLift
|
|
4642
4680
|
# Name of the queue to use to place the new game session.
|
4643
4681
|
#
|
4644
4682
|
# @option params [Array<Types::GameProperty>] :game_properties
|
4645
|
-
# Set of
|
4646
|
-
#
|
4647
|
-
# GameSession object
|
4648
|
-
#
|
4683
|
+
# Set of custom properties for a game session, formatted as key:value
|
4684
|
+
# pairs. These properties are passed to a game server process in the
|
4685
|
+
# GameSession object with a request to start a new game session (see
|
4686
|
+
# [Start a Game Session][1]).
|
4649
4687
|
#
|
4650
4688
|
#
|
4651
4689
|
#
|
@@ -4669,10 +4707,10 @@ module Aws::GameLift
|
|
4669
4707
|
# Set of information on each player to create a player session for.
|
4670
4708
|
#
|
4671
4709
|
# @option params [String] :game_session_data
|
4672
|
-
# Set of
|
4673
|
-
#
|
4674
|
-
#
|
4675
|
-
#
|
4710
|
+
# Set of custom game session properties, formatted as a single string
|
4711
|
+
# value. This data is passed to a game server process in the GameSession
|
4712
|
+
# object with a request to start a new game session (see [Start a Game
|
4713
|
+
# Session][1]).
|
4676
4714
|
#
|
4677
4715
|
#
|
4678
4716
|
#
|
@@ -4736,6 +4774,7 @@ module Aws::GameLift
|
|
4736
4774
|
# resp.game_session_placement.placed_player_sessions[0].player_id #=> String
|
4737
4775
|
# resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
|
4738
4776
|
# resp.game_session_placement.game_session_data #=> String
|
4777
|
+
# resp.game_session_placement.matchmaker_data #=> String
|
4739
4778
|
#
|
4740
4779
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement AWS API Documentation
|
4741
4780
|
#
|
@@ -4746,6 +4785,149 @@ module Aws::GameLift
|
|
4746
4785
|
req.send_request(options)
|
4747
4786
|
end
|
4748
4787
|
|
4788
|
+
# Finds new players to fill open slots in an existing game session. This
|
4789
|
+
# operation can be used to add players to matched games that start with
|
4790
|
+
# fewer than the maximum number of players or to replace players when
|
4791
|
+
# they drop out. By backfilling with the same matchmaker used to create
|
4792
|
+
# the original match, you ensure that new players meet the match
|
4793
|
+
# criteria and maintain a consistent experience throughout the game
|
4794
|
+
# session. You can backfill a match anytime after a game session has
|
4795
|
+
# been created.
|
4796
|
+
#
|
4797
|
+
# To request a match backfill, specify a unique ticket ID, the existing
|
4798
|
+
# game session's ARN, a matchmaking configuration, and a set of data
|
4799
|
+
# that describes all current players in the game session. If successful,
|
4800
|
+
# a match backfill ticket is created and returned with status set to
|
4801
|
+
# QUEUED. The ticket is placed in the matchmaker's ticket pool and
|
4802
|
+
# processed. Track the status of the ticket to respond as needed. For
|
4803
|
+
# more detail how to set up backfilling, see [ Set up Match
|
4804
|
+
# Backfilling][1].
|
4805
|
+
#
|
4806
|
+
# The process of finding backfill matches is essentially identical to
|
4807
|
+
# the initial matchmaking process. The matchmaker searches the pool and
|
4808
|
+
# groups tickets together to form potential matches, allowing only one
|
4809
|
+
# backfill ticket per potential match. Once the a match is formed, the
|
4810
|
+
# matchmaker creates player sessions for the new players. All tickets in
|
4811
|
+
# the match are updated with the game session's connection information,
|
4812
|
+
# and the GameSession object is updated to include matchmaker data on
|
4813
|
+
# the new players. For more detail on how match backfill requests are
|
4814
|
+
# processed, see [ How Amazon GameLift FlexMatch Works][2].
|
4815
|
+
#
|
4816
|
+
# Matchmaking-related operations include:
|
4817
|
+
#
|
4818
|
+
# * StartMatchmaking
|
4819
|
+
#
|
4820
|
+
# * DescribeMatchmaking
|
4821
|
+
#
|
4822
|
+
# * StopMatchmaking
|
4823
|
+
#
|
4824
|
+
# * AcceptMatch
|
4825
|
+
#
|
4826
|
+
#
|
4827
|
+
#
|
4828
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html
|
4829
|
+
# [2]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html
|
4830
|
+
#
|
4831
|
+
# @option params [String] :ticket_id
|
4832
|
+
# Unique identifier for a matchmaking ticket. If no ticket ID is
|
4833
|
+
# specified here, Amazon GameLift will generate one in the form of a
|
4834
|
+
# UUID. Use this identifier to track the match backfill ticket status
|
4835
|
+
# and retrieve match results.
|
4836
|
+
#
|
4837
|
+
# @option params [required, String] :configuration_name
|
4838
|
+
# Name of the matchmaker to use for this request. The name of the
|
4839
|
+
# matchmaker that was used with the original game session is listed in
|
4840
|
+
# the GameSession object, `MatchmakerData` property. This property
|
4841
|
+
# contains a matchmaking configuration ARN value, which includes the
|
4842
|
+
# matchmaker name. (In the ARN value
|
4843
|
+
# "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4",
|
4844
|
+
# the matchmaking configuration name is "MM-4v4".) Use only the name
|
4845
|
+
# for this parameter.
|
4846
|
+
#
|
4847
|
+
# @option params [required, String] :game_session_arn
|
4848
|
+
# Amazon Resource Name ([ARN][1]) that is assigned to a game session and
|
4849
|
+
# uniquely identifies it.
|
4850
|
+
#
|
4851
|
+
#
|
4852
|
+
#
|
4853
|
+
# [1]: http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
|
4854
|
+
#
|
4855
|
+
# @option params [required, Array<Types::Player>] :players
|
4856
|
+
# Match information on all players that are currently assigned to the
|
4857
|
+
# game session. This information is used by the matchmaker to find new
|
4858
|
+
# players and add them to the existing game.
|
4859
|
+
#
|
4860
|
+
# * PlayerID, PlayerAttributes, Team -- This information is maintained
|
4861
|
+
# in the GameSession object, `MatchmakerData` property, for all
|
4862
|
+
# players who are currently assigned to the game session. The
|
4863
|
+
# matchmaker data is in JSON syntax, formatted as a string. For more
|
4864
|
+
# details, see [ Match Data][1].
|
4865
|
+
#
|
4866
|
+
# * LatencyInMs -- If the matchmaker uses player latency, include a
|
4867
|
+
# latency value, in milliseconds, for the region that the game session
|
4868
|
+
# is currently in. Do not include latency values for any other region.
|
4869
|
+
#
|
4870
|
+
#
|
4871
|
+
#
|
4872
|
+
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data
|
4873
|
+
#
|
4874
|
+
# @return [Types::StartMatchBackfillOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
|
4875
|
+
#
|
4876
|
+
# * {Types::StartMatchBackfillOutput#matchmaking_ticket #matchmaking_ticket} => Types::MatchmakingTicket
|
4877
|
+
#
|
4878
|
+
# @example Request syntax with placeholder values
|
4879
|
+
#
|
4880
|
+
# resp = client.start_match_backfill({
|
4881
|
+
# ticket_id: "MatchmakingIdStringModel",
|
4882
|
+
# configuration_name: "MatchmakingIdStringModel", # required
|
4883
|
+
# game_session_arn: "ArnStringModel", # required
|
4884
|
+
# players: [ # required
|
4885
|
+
# {
|
4886
|
+
# player_id: "NonZeroAndMaxString",
|
4887
|
+
# player_attributes: {
|
4888
|
+
# "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
|
4889
|
+
# },
|
4890
|
+
# team: "NonZeroAndMaxString",
|
4891
|
+
# latency_in_ms: {
|
4892
|
+
# "NonEmptyString" => 1,
|
4893
|
+
# },
|
4894
|
+
# },
|
4895
|
+
# ],
|
4896
|
+
# })
|
4897
|
+
#
|
4898
|
+
# @example Response structure
|
4899
|
+
#
|
4900
|
+
# resp.matchmaking_ticket.ticket_id #=> String
|
4901
|
+
# resp.matchmaking_ticket.configuration_name #=> String
|
4902
|
+
# resp.matchmaking_ticket.status #=> String, one of "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT"
|
4903
|
+
# resp.matchmaking_ticket.status_reason #=> String
|
4904
|
+
# resp.matchmaking_ticket.status_message #=> String
|
4905
|
+
# resp.matchmaking_ticket.start_time #=> Time
|
4906
|
+
# resp.matchmaking_ticket.end_time #=> Time
|
4907
|
+
# resp.matchmaking_ticket.players #=> Array
|
4908
|
+
# resp.matchmaking_ticket.players[0].player_id #=> String
|
4909
|
+
# resp.matchmaking_ticket.players[0].player_attributes #=> Hash
|
4910
|
+
# resp.matchmaking_ticket.players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
|
4911
|
+
# resp.matchmaking_ticket.players[0].team #=> String
|
4912
|
+
# resp.matchmaking_ticket.players[0].latency_in_ms #=> Hash
|
4913
|
+
# resp.matchmaking_ticket.players[0].latency_in_ms["NonEmptyString"] #=> Integer
|
4914
|
+
# resp.matchmaking_ticket.game_session_connection_info.game_session_arn #=> String
|
4915
|
+
# resp.matchmaking_ticket.game_session_connection_info.ip_address #=> String
|
4916
|
+
# resp.matchmaking_ticket.game_session_connection_info.port #=> Integer
|
4917
|
+
# resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions #=> Array
|
4918
|
+
# resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_id #=> String
|
4919
|
+
# resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_session_id #=> String
|
4920
|
+
# resp.matchmaking_ticket.estimated_wait_time #=> Integer
|
4921
|
+
#
|
4922
|
+
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill AWS API Documentation
|
4923
|
+
#
|
4924
|
+
# @overload start_match_backfill(params = {})
|
4925
|
+
# @param [Hash] params ({})
|
4926
|
+
def start_match_backfill(params = {}, options = {})
|
4927
|
+
req = build_request(:start_match_backfill, params)
|
4928
|
+
req.send_request(options)
|
4929
|
+
end
|
4930
|
+
|
4749
4931
|
# Uses FlexMatch to create a game match for a group of players based on
|
4750
4932
|
# custom matchmaking rules, and starts a new game for the matched
|
4751
4933
|
# players. Each matchmaking request specifies the type of match to build
|
@@ -4830,8 +5012,10 @@ module Aws::GameLift
|
|
4830
5012
|
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html
|
4831
5013
|
#
|
4832
5014
|
# @option params [String] :ticket_id
|
4833
|
-
# Unique identifier for a matchmaking ticket.
|
4834
|
-
#
|
5015
|
+
# Unique identifier for a matchmaking ticket. If no ticket ID is
|
5016
|
+
# specified here, Amazon GameLift will generate one in the form of a
|
5017
|
+
# UUID. Use this identifier to track the matchmaking ticket status and
|
5018
|
+
# retrieve match results.
|
4835
5019
|
#
|
4836
5020
|
# @option params [required, String] :configuration_name
|
4837
5021
|
# Name of the matchmaking configuration to use for this request.
|
@@ -4856,7 +5040,7 @@ module Aws::GameLift
|
|
4856
5040
|
# configuration_name: "MatchmakingIdStringModel", # required
|
4857
5041
|
# players: [ # required
|
4858
5042
|
# {
|
4859
|
-
# player_id: "
|
5043
|
+
# player_id: "NonZeroAndMaxString",
|
4860
5044
|
# player_attributes: {
|
4861
5045
|
# "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
|
4862
5046
|
# },
|
@@ -4965,6 +5149,7 @@ module Aws::GameLift
|
|
4965
5149
|
# resp.game_session_placement.placed_player_sessions[0].player_id #=> String
|
4966
5150
|
# resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
|
4967
5151
|
# resp.game_session_placement.game_session_data #=> String
|
5152
|
+
# resp.game_session_placement.matchmaker_data #=> String
|
4968
5153
|
#
|
4969
5154
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement AWS API Documentation
|
4970
5155
|
#
|
@@ -5545,6 +5730,7 @@ module Aws::GameLift
|
|
5545
5730
|
# resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
|
5546
5731
|
# resp.game_session.creator_id #=> String
|
5547
5732
|
# resp.game_session.game_session_data #=> String
|
5733
|
+
# resp.game_session.matchmaker_data #=> String
|
5548
5734
|
#
|
5549
5735
|
# @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession AWS API Documentation
|
5550
5736
|
#
|
@@ -5717,23 +5903,22 @@ module Aws::GameLift
|
|
5717
5903
|
# configuration.
|
5718
5904
|
#
|
5719
5905
|
# @option params [Array<Types::GameProperty>] :game_properties
|
5720
|
-
# Set of
|
5721
|
-
#
|
5722
|
-
# GameSession object
|
5723
|
-
#
|
5724
|
-
#
|
5725
|
-
# a successful match.
|
5906
|
+
# Set of custom properties for a game session, formatted as key:value
|
5907
|
+
# pairs. These properties are passed to a game server process in the
|
5908
|
+
# GameSession object with a request to start a new game session (see
|
5909
|
+
# [Start a Game Session][1]). This information is added to the new
|
5910
|
+
# GameSession object that is created for a successful match.
|
5726
5911
|
#
|
5727
5912
|
#
|
5728
5913
|
#
|
5729
5914
|
# [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
|
5730
5915
|
#
|
5731
5916
|
# @option params [String] :game_session_data
|
5732
|
-
# Set of
|
5733
|
-
#
|
5734
|
-
#
|
5735
|
-
#
|
5736
|
-
#
|
5917
|
+
# Set of custom game session properties, formatted as a single string
|
5918
|
+
# value. This data is passed to a game server process in the GameSession
|
5919
|
+
# object with a request to start a new game session (see [Start a Game
|
5920
|
+
# Session][1]). This information is added to the new GameSession object
|
5921
|
+
# that is created for a successful match.
|
5737
5922
|
#
|
5738
5923
|
#
|
5739
5924
|
#
|
@@ -5969,7 +6154,7 @@ module Aws::GameLift
|
|
5969
6154
|
params: params,
|
5970
6155
|
config: config)
|
5971
6156
|
context[:gem_name] = 'aws-sdk-gamelift'
|
5972
|
-
context[:gem_version] = '1.
|
6157
|
+
context[:gem_version] = '1.2.0'
|
5973
6158
|
Seahorse::Client::Request.new(handlers, context)
|
5974
6159
|
end
|
5975
6160
|
|