Creates a multiplayer game session for players. This operation creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE
status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session’s player session creation policy.
Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
See also: AWS API Documentation
See ‘aws help’ for descriptions of global parameters.
create-game-session
[--fleet-id <value>]
[--alias-id <value>]
--maximum-player-session-count <value>
[--name <value>]
[--game-properties <value>]
[--creator-id <value>]
[--game-session-id <value>]
[--idempotency-token <value>]
[--game-session-data <value>]
[--cli-input-json | --cli-input-yaml]
[--generate-cli-skeleton <value>]
--fleet-id
(string)
A unique identifier for a fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
--alias-id
(string)
A unique identifier for an alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
--maximum-player-session-count
(integer)
The maximum number of players that can be connected simultaneously to the game session.
--name
(string)
A descriptive label that is associated with a game session. Session names do not need to be unique.
--game-properties
(list)
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 Amazon 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"
}
...
]
--creator-id
(string)
A unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.
--game-session-id
(string)
This parameter is no longer preferred. Please use ``IdempotencyToken`` instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session’s ID. (A game session ARN has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.)
--idempotency-token
(string)
Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session’s ID. (A game session ARN has the following format:
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.
--game-session-data
(string)
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.
GameSession -> (structure)
Object that describes the newly created game session record.
GameSessionId -> (string)
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>
.Name -> (string)
A descriptive label that is associated with a game session. Session names do not need to be unique.
FleetId -> (string)
A unique identifier for a fleet that the game session is running on.
FleetArn -> (string)
The Amazon Resource Name (ARN ) associated with the GameLift fleet that this game session is running on.
CreationTime -> (timestamp)
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example “1469498468.057”).
TerminationTime -> (timestamp)
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example “1469498468.057”).
CurrentPlayerSessionCount -> (integer)
Number of players currently in the game session.
MaximumPlayerSessionCount -> (integer)
The maximum number of players that can be connected simultaneously to the game session.
Status -> (string)
Current status of the game session. A game session must have an
ACTIVE
status to have player sessions.StatusReason -> (string)
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.GameProperties -> (list)
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 .
(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 Amazon GameLift Developer Guide .
Key -> (string)
The game property identifier.
Value -> (string)
The game property value.
IpAddress -> (string)
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.
DnsName -> (string)
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)
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
PlayerSessionCreationPolicy -> (string)
Indicates whether or not the game session is accepting new players.
CreatorId -> (string)
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.
GameSessionData -> (string)
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 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 ).