[ aws . gamelift ]

start-game-session-placement

Description

Places a request for a new game session in a queue (see CreateGameSessionQueue ). When processing a placement request, Amazon GameLift searches for available resources on the queue’s destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue’s destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region’s average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request’s status. If the status is FULFILLED , a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See also: AWS API Documentation

See ‘aws help’ for descriptions of global parameters.

Synopsis

  start-game-session-placement
--placement-id <value>
--game-session-queue-name <value>
[--game-properties <value>]
--maximum-player-session-count <value>
[--game-session-name <value>]
[--player-latencies <value>]
[--desired-player-sessions <value>]
[--game-session-data <value>]
[--cli-input-json | --cli-input-yaml]
[--generate-cli-skeleton <value>]

Options

--placement-id (string)

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

--game-session-queue-name (string)

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

--game-properties (list)

A 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 ).

(structure)

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 .

Key -> (string)

The game property identifier.

Value -> (string)

The game property value.

Shorthand Syntax:

Key=string,Value=string ...

JSON Syntax:

[
  {
    "Key": "string",
    "Value": "string"
  }
  ...
]

--maximum-player-session-count (integer)

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

--game-session-name (string)

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

--player-latencies (list)

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

(structure)

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement . 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.

PlayerId -> (string)

A unique identifier for a player associated with the latency data.

RegionIdentifier -> (string)

Name of the Region that is associated with the latency value.

LatencyInMilliseconds -> (float)

Amount of time that represents the time lag experienced by the player when connected to the specified Region.

Shorthand Syntax:

PlayerId=string,RegionIdentifier=string,LatencyInMilliseconds=float ...

JSON Syntax:

[
  {
    "PlayerId": "string",
    "RegionIdentifier": "string",
    "LatencyInMilliseconds": float
  }
  ...
]

--desired-player-sessions (list)

Set of information on each player to create a player session for.

(structure)

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

PlayerId -> (string)

A unique identifier for a player to associate with the player session.

PlayerData -> (string)

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

Shorthand Syntax:

PlayerId=string,PlayerData=string ...

JSON Syntax:

[
  {
    "PlayerId": "string",
    "PlayerData": "string"
  }
  ...
]

--game-session-data (string)

A 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 ).

--cli-input-json | --cli-input-yaml (string) Reads arguments from the JSON string provided. The JSON string follows the format provided by --generate-cli-skeleton. If other arguments are provided on the command line, those values will override the JSON-provided values. It is not possible to pass arbitrary binary values using a JSON-provided value as the string will be taken literally. This may not be specified along with --cli-input-yaml.

--generate-cli-skeleton (string) Prints a JSON skeleton to standard output without sending an API request. If provided with no value or the value input, prints a sample input JSON that can be used as an argument for --cli-input-json. Similarly, if provided yaml-input it will print a sample input YAML that can be used with --cli-input-yaml. If provided with the value output, it validates the command inputs and returns a sample output JSON for that command.

See ‘aws help’ for descriptions of global parameters.

Output

GameSessionPlacement -> (structure)

Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.

PlacementId -> (string)

A unique identifier for a game session placement.

GameSessionQueueName -> (string)

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Status -> (string)

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement .

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED – GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

GameProperties -> (list)

A 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 ).

(structure)

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 .

Key -> (string)

The game property identifier.

Value -> (string)

The game property value.

MaximumPlayerSessionCount -> (integer)

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

GameSessionName -> (string)

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

GameSessionId -> (string)

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED ).

GameSessionArn -> (string)

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED ). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

GameSessionRegion -> (string)

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED ).

PlayerLatencies -> (list)

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

(structure)

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement . 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.

PlayerId -> (string)

A unique identifier for a player associated with the latency data.

RegionIdentifier -> (string)

Name of the Region that is associated with the latency value.

LatencyInMilliseconds -> (float)

Amount of time that represents the time lag experienced by the player when connected to the specified Region.

StartTime -> (timestamp)

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057" ).

EndTime -> (timestamp)

Time stamp indicating when this request was completed, canceled, or timed out.

IpAddress -> (string)

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED ).

DnsName -> (string)

The 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.

Port -> (integer)

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED ).

PlacedPlayerSessions -> (list)

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED ). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

(structure)

Information about a player session that was created as part of a StartGameSessionPlacement request. 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.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

PlayerId -> (string)

A unique identifier for a player that is associated with this player session.

PlayerSessionId -> (string)

A unique identifier for a player session.

GameSessionData -> (string)

A 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 ).

MatchmakerData -> (string)

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data .