This operation is used with the Amazon GameLift FleetIQ solution and game server groups.
Creates a new game server resource and notifies Amazon GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables Amazon GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.
To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data.
Once a game server is successfully registered, it is put in status
AVAILABLE . A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.
See also: AWS API Documentation
register-game-server --game-server-group-name <value> --game-server-id <value> --instance-id <value> [--connection-info <value>] [--game-server-data <value>] [--cli-input-json | --cli-input-yaml] [--generate-cli-skeleton <value>] [--debug] [--endpoint-url <value>] [--no-verify-ssl] [--no-paginate] [--output <value>] [--query <value>] [--profile <value>] [--region <value>] [--version <value>] [--color <value>] [--no-sign-request] [--ca-bundle <value>] [--cli-read-timeout <value>] [--cli-connect-timeout <value>] [--cli-binary-format <value>] [--no-cli-pager] [--cli-auto-prompt] [--no-cli-auto-prompt]
A unique identifier for the game server group where the game server is running.
A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example:
Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
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
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. The generated JSON skeleton is not stable between versions of the AWS CLI and there are no backwards compatibility guarantees in the JSON skeleton generated.
Turn on debug logging.
Override command’s default URL with the given URL.
By default, the AWS CLI uses SSL when communicating with AWS services. For each SSL connection, the AWS CLI will verify SSL certificates. This option overrides the default behavior of verifying SSL certificates.
Disable automatic pagination.
The formatting style for command output.
A JMESPath query to use in filtering the response data.
Use a specific profile from your credential file.
The region to use. Overrides config/env settings.
Display the version of this tool.
Turn on/off color output.
Do not sign requests. Credentials will not be loaded if this argument is provided.
The CA certificate bundle to use when verifying SSL certificates. Overrides config/env settings.
The maximum socket read time in seconds. If the value is set to 0, the socket read will be blocking and not timeout. The default value is 60 seconds.
The maximum socket connect time in seconds. If the value is set to 0, the socket connect will be blocking and not timeout. The default value is 60 seconds.
The formatting style to be used for binary blobs. The default format is base64. The base64 format expects binary blobs to be provided as a base64 encoded string. The raw-in-base64-out format preserves compatibility with AWS CLI V1 behavior and binary values must be passed literally. When providing contents from a file that map to a binary blob
fileb:// will always be treated as binary and use the file contents directly regardless of the
cli-binary-format setting. When using
file:// the file contents will need to properly formatted for the configured
Disable cli pager for output.
Automatically prompt for CLI input parameters.
Disable automatically prompt for CLI input parameters.
GameServer -> (structure)
Object that describes the newly registered game server.
GameServerGroupName -> (string)A unique identifier for the game server group where the game server is running.
GameServerGroupArn -> (string)The ARN identifier for the game server group where the game server is located.
GameServerId -> (string)A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
InstanceId -> (string)The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example:
ConnectionInfo -> (string)The port and IP address that must be used to establish a client connection to the game server.
GameServerData -> (string)A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
ClaimStatus -> (string)Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in
CLAIMEDstatus for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
UtilizationStatus -> (string)
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.
UTILIZED- The game server is currently hosting a game session with players.
RegistrationTime -> (timestamp)Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example
LastClaimTime -> (timestamp)Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"). This value is used to calculate when a claimed game server’s status should revert to null.
LastHealthCheckTime -> (timestamp)Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.