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Class: Aws::GameLift::Types::GameSession

Inherits:
Struct
  • Object
show all
Defined in:
(unknown)

Overview

Properties describing a game session.

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

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Returned by:

Instance Attribute Summary collapse

Instance Attribute Details

#creation_timeTime

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

Returns:

  • (Time)

    Time stamp indicating when this data object was created.

#creator_idString

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

Returns:

  • (String)

    A unique identifier for a player.

#current_player_session_countInteger

Number of players currently in the game session.

Returns:

  • (Integer)

    Number of players currently in the game session.

#dns_nameString

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

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

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

Returns:

  • (String)

    DNS identifier assigned to the instance that is running the game session.

#fleet_arnString

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

Returns:

  • (String)

    The Amazon Resource Name ([ARN][1]) associated with the GameLift fleet that this game session is running on.

#fleet_idString

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

Returns:

  • (String)

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

#game_propertiesArray<Types::GameProperty>

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Returns:

  • (Array<Types::GameProperty>)

    Set of custom properties for a game session, formatted as key:value pairs.

#game_session_dataString

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Returns:

  • (String)

    Set of custom game session properties, formatted as a single string value.

#game_session_idString

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Returns:

  • (String)

    A unique identifier for the game session.

#ip_addressString

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Returns:

  • (String)

    IP address of the instance that is running the game session.

#matchmaker_dataString

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Returns:

  • (String)

    Information about the matchmaking process that was used to create the game session.

#maximum_player_session_countInteger

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

Returns:

  • (Integer)

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

#nameString

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

Returns:

  • (String)

    A descriptive label that is associated with a game session.

#player_session_creation_policyString

Indicates whether or not the game session is accepting new players.

Possible values:

  • ACCEPT_ALL
  • DENY_ALL

Returns:

  • (String)

    Indicates whether or not the game session is accepting new players.

#portInteger

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

Returns:

  • (Integer)

    Port number for the game session.

#statusString

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

Possible values:

  • ACTIVE
  • ACTIVATING
  • TERMINATED
  • TERMINATING
  • ERROR

Returns:

  • (String)

    Current status of the game session.

#status_reasonString

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Possible values:

  • INTERRUPTED

Returns:

  • (String)

    Provides additional information about game session status.

#termination_timeTime

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

Returns:

  • (Time)

    Time stamp indicating when this data object was terminated.