Container for the parameters to the CreateGameSession operation. Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must be in 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 session properties, including an IP address. By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game sessions player session creation policy.

When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, GameLift does not evaluate the fleet's resource limit creation policy.

Inheritance: AmazonGameLiftRequest
Esempio n. 1
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    async private Task <GameSession> CreateGameSessionAsync()
    {
        Debug.Log("CreateGameSessionAsync");
        var createGameSessionRequest = new Amazon.GameLift.Model.CreateGameSessionRequest();

        createGameSessionRequest.FleetId   = FleetId;           // can also use AliasId
        createGameSessionRequest.CreatorId = _playerUuid;
        createGameSessionRequest.MaximumPlayerSessionCount = 2; // search for two player game

        Task <CreateGameSessionResponse> createGameSessionRequestTask = _amazonGameLiftClient.CreateGameSessionAsync(createGameSessionRequest);

        Debug.Log("after task createGameSessionRequestTask");
        CreateGameSessionResponse createGameSessionResponse = await createGameSessionRequestTask;

        Debug.Log("after createGameSessionRequestTask");

        string gameSessionId = createGameSessionResponse.GameSession != null ? createGameSessionResponse.GameSession.GameSessionId : "N/A";

        Debug.Log((int)createGameSessionResponse.HttpStatusCode + " GAME SESSION CREATED: " + gameSessionId);

        return(createGameSessionResponse.GameSession);
    }
Esempio n. 2
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 public Amazon.GameLift.Model.GameSession CreateGameSession()
 {
     try
     {
         var cgsreq = new Amazon.GameLift.Model.CreateGameSessionRequest();
         cgsreq.AliasId   = aliasId;
         cgsreq.CreatorId = playerId;
         cgsreq.MaximumPlayerSessionCount = 100;
         Amazon.GameLift.Model.CreateGameSessionResponse cgsres = aglc.CreateGameSession(cgsreq);
         string gsid = cgsres.GameSession != null ? cgsres.GameSession.GameSessionId : "N/A";
         Debug.Log((int)cgsres.HttpStatusCode + " GAME SESSION CREATED: " + gsid);
         return(cgsres.GameSession);
     }
     catch (Amazon.GameLift.Model.FleetCapacityExceededException e)
     {
         Debug.Log(e.StatusCode.ToString() + " FleetCapacityExceededException: " + e.Message);
         return(null);
     }
     catch (Amazon.GameLift.Model.InvalidRequestException e)
     {
         Debug.Log(e.StatusCode.ToString() + " InvalidRequestException: " + e.Message);
         return(null);
     }
 }
 private Amazon.GameLift.Model.CreateGameSessionResponse CallAWSServiceOperation(IAmazonGameLift client, Amazon.GameLift.Model.CreateGameSessionRequest request)
 {
     Utils.Common.WriteVerboseEndpointMessage(this, client.Config, "Amazon GameLift Service", "CreateGameSession");
     try
     {
         #if DESKTOP
         return(client.CreateGameSession(request));
         #elif CORECLR
         return(client.CreateGameSessionAsync(request).GetAwaiter().GetResult());
         #else
                 #error "Unknown build edition"
         #endif
     }
     catch (AmazonServiceException exc)
     {
         var webException = exc.InnerException as System.Net.WebException;
         if (webException != null)
         {
             throw new Exception(Utils.Common.FormatNameResolutionFailureMessage(client.Config, webException.Message), webException);
         }
         throw;
     }
 }
        public object Execute(ExecutorContext context)
        {
            var cmdletContext = context as CmdletContext;
            // create request
            var request = new Amazon.GameLift.Model.CreateGameSessionRequest();

            if (cmdletContext.AliasId != null)
            {
                request.AliasId = cmdletContext.AliasId;
            }
            if (cmdletContext.CreatorId != null)
            {
                request.CreatorId = cmdletContext.CreatorId;
            }
            if (cmdletContext.FleetId != null)
            {
                request.FleetId = cmdletContext.FleetId;
            }
            if (cmdletContext.GameProperty != null)
            {
                request.GameProperties = cmdletContext.GameProperty;
            }
            if (cmdletContext.GameSessionData != null)
            {
                request.GameSessionData = cmdletContext.GameSessionData;
            }
            if (cmdletContext.GameSessionId != null)
            {
                request.GameSessionId = cmdletContext.GameSessionId;
            }
            if (cmdletContext.IdempotencyToken != null)
            {
                request.IdempotencyToken = cmdletContext.IdempotencyToken;
            }
            if (cmdletContext.Location != null)
            {
                request.Location = cmdletContext.Location;
            }
            if (cmdletContext.MaximumPlayerSessionCount != null)
            {
                request.MaximumPlayerSessionCount = cmdletContext.MaximumPlayerSessionCount.Value;
            }
            if (cmdletContext.Name != null)
            {
                request.Name = cmdletContext.Name;
            }

            CmdletOutput output;

            // issue call
            var client = Client ?? CreateClient(_CurrentCredentials, _RegionEndpoint);

            try
            {
                var    response       = CallAWSServiceOperation(client, request);
                object pipelineOutput = null;
                pipelineOutput = cmdletContext.Select(response, this);
                output         = new CmdletOutput
                {
                    PipelineOutput  = pipelineOutput,
                    ServiceResponse = response
                };
            }
            catch (Exception e)
            {
                output = new CmdletOutput {
                    ErrorResponse = e
                };
            }

            return(output);
        }
Esempio n. 5
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        /// <summary>
        /// Initiates the asynchronous execution of the CreateGameSession operation.
        /// </summary>
        /// 
        /// <param name="request">Container for the necessary parameters to execute the CreateGameSession operation on AmazonGameLiftClient.</param>
        /// <param name="callback">An AsyncCallback delegate that is invoked when the operation completes.</param>
        /// <param name="state">A user-defined state object that is passed to the callback procedure. Retrieve this object from within the callback
        ///          procedure using the AsyncState property.</param>
        /// 
        /// <returns>An IAsyncResult that can be used to poll or wait for results, or both; this value is also needed when invoking EndCreateGameSession
        ///         operation.</returns>
        public IAsyncResult BeginCreateGameSession(CreateGameSessionRequest request, AsyncCallback callback, object state)
        {
            var marshaller = new CreateGameSessionRequestMarshaller();
            var unmarshaller = CreateGameSessionResponseUnmarshaller.Instance;

            return BeginInvoke<CreateGameSessionRequest>(request, marshaller, unmarshaller,
                callback, state);
        }
Esempio n. 6
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        /// <summary>
        /// Creates a multiplayer game session for players. This action creates a game session
        /// record and assigns the new session to an instance in the specified fleet, which activates
        /// the server initialization process in your game server. A fleet must be in an ACTIVE
        /// state before a game session can be created for it.
        /// 
        ///  
        /// <para>
        /// To create a game session, specify either a fleet ID or an alias ID and indicate the
        /// maximum number of players the game session allows. You can also provide a name and
        /// a set of properties for your game (optional). If successful, a <a>GameSession</a>
        /// object is returned containing session properties, including an IP address. By default,
        /// newly created game sessions are set to accept adding any new players to the game session.
        /// Use <a>UpdateGameSession</a> to change the creation policy.
        /// </para>
        /// </summary>
        /// <param name="request">Container for the necessary parameters to execute the CreateGameSession service method.</param>
        /// 
        /// <returns>The response from the CreateGameSession service method, as returned by GameLift.</returns>
        /// <exception cref="Amazon.GameLift.Model.ConflictException">
        /// The requested operation would cause a conflict with the current state of a service
        /// resource associated with the request. Please resolve the conflict before retrying
        /// this request.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.FleetCapacityExceededException">
        /// The specified fleet has no available instances to fulfill a request to create a new
        /// game session. Such requests should only be retried once the fleet capacity has been
        /// increased.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.InternalServiceException">
        /// The service encountered an unrecoverable internal failure while processing the request.
        /// Such requests can be retried by clients, either immediately or after a back-off period.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.InvalidFleetStatusException">
        /// The requested operation would cause a conflict with the current state of a resource
        /// associated with the request and/or the fleet. Please resolve the conflict before retrying.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.InvalidRequestException">
        /// One or more parameters specified as part of the request are invalid. Please correct
        /// the invalid parameters before retrying.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.NotFoundException">
        /// A service resource associated with the request could not be found. Such requests should
        /// not be retried by clients.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.TerminalRoutingStrategyException">
        /// The service is unable to resolve the routing for a particular alias because it has
        /// a terminal <a>RoutingStrategy</a> associated with it. The message returned in this
        /// exception is the message defined in the TerminalRoutingStrategy itself. Such requests
        /// should only be retried if the routing strategy for the specified alias is modified.
        /// </exception>
        /// <exception cref="Amazon.GameLift.Model.UnauthorizedException">
        /// The client failed authentication. Such requests should not be retried without valid
        /// authentication credentials.
        /// </exception>
        public CreateGameSessionResponse CreateGameSession(CreateGameSessionRequest request)
        {
            var marshaller = new CreateGameSessionRequestMarshaller();
            var unmarshaller = CreateGameSessionResponseUnmarshaller.Instance;

            return Invoke<CreateGameSessionRequest,CreateGameSessionResponse>(request, marshaller, unmarshaller);
        }
Esempio n. 7
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        /// <summary>
        /// Initiates the asynchronous execution of the CreateGameSession operation.
        /// </summary>
        /// 
        /// <param name="request">Container for the necessary parameters to execute the CreateGameSession operation.</param>
        /// <param name="cancellationToken">
        ///     A cancellation token that can be used by other objects or threads to receive notice of cancellation.
        /// </param>
        /// <returns>The task object representing the asynchronous operation.</returns>
        public Task<CreateGameSessionResponse> CreateGameSessionAsync(CreateGameSessionRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken))
        {
            var marshaller = new CreateGameSessionRequestMarshaller();
            var unmarshaller = CreateGameSessionResponseUnmarshaller.Instance;

            return InvokeAsync<CreateGameSessionRequest,CreateGameSessionResponse>(request, marshaller, 
                unmarshaller, cancellationToken);
        }