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Usage

import * as mod from "https://aws-api.deno.dev/v0.4/services/gamelift.ts?docs=full";

§Classes

GameLift

§Interfaces

AcceptMatchInput
Alias

Properties that describe an alias resource.

AnywhereConfiguration

GameLift Anywhere configuration options for your Anywhere fleets.

AttributeValue

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

AwsCredentials

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

Build

Properties describing a custom game build.

CertificateConfiguration

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate.

ClaimGameServerInput
ClaimGameServerOutput
Compute

Resources used to host your game servers. A compute resource can be managed GameLift Amazon EC2 instances or your own resources.

CreateAliasInput
CreateAliasOutput
CreateBuildInput
CreateBuildOutput
CreateFleetInput
CreateFleetLocationsInput
CreateFleetLocationsOutput
CreateFleetOutput
CreateGameServerGroupInput
CreateGameServerGroupOutput
CreateGameSessionInput
CreateGameSessionOutput
CreateGameSessionQueueInput
CreateGameSessionQueueOutput
CreateLocationInput
CreateLocationOutput
CreateMatchmakingConfigurationInput
CreateMatchmakingConfigurationOutput
CreateMatchmakingRuleSetInput
CreateMatchmakingRuleSetOutput
CreatePlayerSessionInput
CreatePlayerSessionOutput
CreatePlayerSessionsInput
CreatePlayerSessionsOutput
CreateScriptInput
CreateScriptOutput
CreateVpcPeeringAuthorizationInput
CreateVpcPeeringAuthorizationOutput
CreateVpcPeeringConnectionInput
DeleteAliasInput
DeleteBuildInput
DeleteFleetInput
DeleteFleetLocationsInput
DeleteFleetLocationsOutput
DeleteGameServerGroupInput
DeleteGameServerGroupOutput
DeleteGameSessionQueueInput
DeleteLocationInput
DeleteMatchmakingConfigurationInput
DeleteMatchmakingRuleSetInput
DeleteScalingPolicyInput
DeleteScriptInput
DeleteVpcPeeringAuthorizationInput
DeleteVpcPeeringConnectionInput
DeregisterComputeInput
DeregisterGameServerInput
DescribeAliasInput
DescribeAliasOutput
DescribeBuildInput
DescribeBuildOutput
DescribeComputeInput
DescribeComputeOutput
DescribeEC2InstanceLimitsInput
DescribeEC2InstanceLimitsOutput
DescribeFleetAttributesInput
DescribeFleetAttributesOutput
DescribeFleetCapacityInput
DescribeFleetCapacityOutput
DescribeFleetEventsInput
DescribeFleetEventsOutput
DescribeFleetLocationAttributesInput
DescribeFleetLocationAttributesOutput
DescribeFleetLocationCapacityInput
DescribeFleetLocationCapacityOutput
DescribeFleetLocationUtilizationInput
DescribeFleetLocationUtilizationOutput
DescribeFleetPortSettingsInput
DescribeFleetPortSettingsOutput
DescribeFleetUtilizationInput
DescribeFleetUtilizationOutput
DescribeGameServerGroupInput
DescribeGameServerGroupOutput
DescribeGameServerInput
DescribeGameServerInstancesInput
DescribeGameServerInstancesOutput
DescribeGameServerOutput
DescribeGameSessionDetailsInput
DescribeGameSessionDetailsOutput
DescribeGameSessionPlacementInput
DescribeGameSessionPlacementOutput
DescribeGameSessionQueuesInput
DescribeGameSessionQueuesOutput
DescribeGameSessionsInput
DescribeGameSessionsOutput
DescribeInstancesInput
DescribeInstancesOutput
DescribeMatchmakingConfigurationsInput
DescribeMatchmakingConfigurationsOutput
DescribeMatchmakingInput
DescribeMatchmakingOutput
DescribeMatchmakingRuleSetsInput
DescribeMatchmakingRuleSetsOutput
DescribePlayerSessionsInput
DescribePlayerSessionsOutput
DescribeRuntimeConfigurationInput
DescribeRuntimeConfigurationOutput
DescribeScalingPoliciesInput
DescribeScalingPoliciesOutput
DescribeScriptInput
DescribeScriptOutput
DescribeVpcPeeringAuthorizationsOutput
DescribeVpcPeeringConnectionsInput
DescribeVpcPeeringConnectionsOutput
DesiredPlayerSession

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

EC2InstanceCounts

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

EC2InstanceLimit

The GameLift service limits for an Amazon EC2 instance type and current utilization. GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

Event

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

FilterConfiguration

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

FleetAttributes

Describes a GameLift fleet of game hosting resources.

FleetCapacity

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

FleetUtilization

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

GameProperty

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.

GameServer

This data type is used with the GameLift FleetIQ and game server groups.

GameServerGroup

This data type is used with the GameLift FleetIQ and game server groups.

GameServerGroupAutoScalingPolicy

This data type is used with the GameLift FleetIQ and game server groups.

GameServerInstance

This data type is used with the GameLift FleetIQ and game server groups.

GameSession

Properties describing a game session.

GameSessionConnectionInfo

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

GameSessionDetail

A game session's properties plus the protection policy currently in force.

GameSessionPlacement

This object includes the full details of the original request plus the current status and start/end time stamps.

GameSessionQueue

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

GameSessionQueueDestination

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

GetComputeAccessInput
GetComputeAccessOutput
GetComputeAuthTokenInput
GetComputeAuthTokenOutput
GetGameSessionLogUrlInput
GetGameSessionLogUrlOutput
GetInstanceAccessInput
GetInstanceAccessOutput
Instance

Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.

InstanceAccess

Information required to remotely connect to a fleet instance.

InstanceCredentials

Set of credentials required to remotely access a fleet instance.

InstanceDefinition

This data type is used with the GameLift FleetIQ and game server groups.

IpPermission

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

LaunchTemplateSpecification

This data type is used with the GameLift FleetIQ and game server groups.

ListAliasesInput
ListAliasesOutput
ListBuildsInput
ListBuildsOutput
ListComputeInput
ListComputeOutput
ListFleetsInput
ListFleetsOutput
ListGameServerGroupsInput
ListGameServerGroupsOutput
ListGameServersInput
ListGameServersOutput
ListLocationsInput
ListLocationsOutput
ListScriptsInput
ListScriptsOutput
ListTagsForResourceRequest
ListTagsForResourceResponse
LocationAttributes

Details about a location in a multi-location fleet.

LocationConfiguration

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

LocationModel

Properties of a location

LocationState

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

MatchedPlayerSession

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

MatchmakingConfiguration

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

MatchmakingRuleSet

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.

MatchmakingTicket

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

PlacedPlayerSession

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

Player

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

PlayerLatency

Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

PlayerLatencyPolicy

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

PlayerSession

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

PriorityConfiguration

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

PutScalingPolicyInput
PutScalingPolicyOutput
RegisterComputeInput
RegisterComputeOutput
RegisterGameServerInput
RegisterGameServerOutput
RequestUploadCredentialsInput
RequestUploadCredentialsOutput
ResolveAliasInput
ResolveAliasOutput
ResourceCreationLimitPolicy

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

ResumeGameServerGroupInput
ResumeGameServerGroupOutput
RoutingStrategy

The routing configuration for a fleet alias.

RuntimeConfiguration

A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

S3Location

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

ScalingPolicy

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

Script

Properties describing a Realtime script.

SearchGameSessionsInput
SearchGameSessionsOutput
ServerProcess

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

StartFleetActionsInput
StartFleetActionsOutput
StartGameSessionPlacementInput
StartGameSessionPlacementOutput
StartMatchBackfillInput
StartMatchBackfillOutput
StartMatchmakingInput
StartMatchmakingOutput
StopFleetActionsInput
StopFleetActionsOutput
StopGameSessionPlacementInput
StopGameSessionPlacementOutput
StopMatchmakingInput
SuspendGameServerGroupInput
SuspendGameServerGroupOutput
Tag

A label that can be assigned to a GameLift resource.

TagResourceRequest
TargetConfiguration

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

TargetTrackingConfiguration

This data type is used with the GameLift FleetIQ and game server groups.

UntagResourceRequest
UpdateAliasInput
UpdateAliasOutput
UpdateBuildInput
UpdateBuildOutput
UpdateFleetAttributesInput
UpdateFleetAttributesOutput
UpdateFleetCapacityInput
UpdateFleetCapacityOutput
UpdateFleetPortSettingsInput
UpdateFleetPortSettingsOutput
UpdateGameServerGroupInput
UpdateGameServerGroupOutput
UpdateGameServerInput
UpdateGameServerOutput
UpdateGameSessionInput
UpdateGameSessionOutput
UpdateGameSessionQueueInput
UpdateGameSessionQueueOutput
UpdateMatchmakingConfigurationInput
UpdateMatchmakingConfigurationOutput
UpdateRuntimeConfigurationInput
UpdateRuntimeConfigurationOutput
UpdateScriptInput
UpdateScriptOutput
ValidateMatchmakingRuleSetInput
ValidateMatchmakingRuleSetOutput
VpcPeeringAuthorization

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

VpcPeeringConnection

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

VpcPeeringConnectionStatus

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

§Type Aliases

AcceptanceType
BackfillMode
BalancingStrategy
BuildStatus
CertificateType
ComparisonOperatorType
ComputeStatus
ComputeType
EC2InstanceType
EventCode
FleetAction
FleetStatus
FleetType
FlexMatchMode
GameServerClaimStatus
GameServerGroupAction
GameServerGroupDeleteOption
GameServerGroupInstanceType
GameServerGroupStatus
GameServerHealthCheck
GameServerInstanceStatus
GameServerProtectionPolicy
GameServerUtilizationStatus
GameSessionPlacementState
GameSessionStatus
GameSessionStatusReason
InstanceStatus
IpProtocol
LocationFilter
LocationUpdateStatus
MatchmakingConfigurationStatus
MetricName
OperatingSystem
PlayerSessionCreationPolicy
PlayerSessionStatus
PolicyType
PriorityType
ProtectionPolicy
RoutingStrategyType
ScalingAdjustmentType
ScalingStatusType
SortOrder