GameLift / Client / start_game_session_placement

start_game_session_placement#

GameLift.Client.start_game_session_placement(**kwargs)#

Places a request for a new game session in a queue. 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, submit a new request to the same queue or a different queue.

See also: AWS API Documentation

Request Syntax

response = client.start_game_session_placement(
    PlacementId='string',
    GameSessionQueueName='string',
    GameProperties=[
        {
            'Key': 'string',
            'Value': 'string'
        },
    ],
    MaximumPlayerSessionCount=123,
    GameSessionName='string',
    PlayerLatencies=[
        {
            'PlayerId': 'string',
            'RegionIdentifier': 'string',
            'LatencyInMilliseconds': ...
        },
    ],
    DesiredPlayerSessions=[
        {
            'PlayerId': 'string',
            'PlayerData': 'string'
        },
    ],
    GameSessionData='string'
)
Parameters:
  • PlacementId (string) –

    [REQUIRED]

    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.

  • GameSessionQueueName (string) –

    [REQUIRED]

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

  • GameProperties (list) –

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.

    • (dict) –

      This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session’s map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

      You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can’t delete game properties from a game session.

      For examples of working with game properties, see Create a game session with properties.

      • Key (string) – [REQUIRED]

        The game property identifier.

      • Value (string) – [REQUIRED]

        The game property value.

  • MaximumPlayerSessionCount (integer) –

    [REQUIRED]

    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.

  • PlayerLatencies (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.

    • (dict) –

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

  • DesiredPlayerSessions (list) –

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

    • (dict) –

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

      • PlayerId (string) –

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

      • PlayerData (string) –

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

  • GameSessionData (string) – A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.

Return type:

dict

Returns:

Response Syntax

{
    'GameSessionPlacement': {
        'PlacementId': 'string',
        'GameSessionQueueName': 'string',
        'Status': 'PENDING'|'FULFILLED'|'CANCELLED'|'TIMED_OUT'|'FAILED',
        'GameProperties': [
            {
                'Key': 'string',
                'Value': 'string'
            },
        ],
        'MaximumPlayerSessionCount': 123,
        'GameSessionName': 'string',
        'GameSessionId': 'string',
        'GameSessionArn': 'string',
        'GameSessionRegion': 'string',
        'PlayerLatencies': [
            {
                'PlayerId': 'string',
                'RegionIdentifier': 'string',
                'LatencyInMilliseconds': ...
            },
        ],
        'StartTime': datetime(2015, 1, 1),
        'EndTime': datetime(2015, 1, 1),
        'IpAddress': 'string',
        'DnsName': 'string',
        'Port': 123,
        'PlacedPlayerSessions': [
            {
                'PlayerId': 'string',
                'PlayerSessionId': 'string'
            },
        ],
        'GameSessionData': 'string',
        'MatchmakerData': 'string'
    }
}

Response Structure

  • (dict) –

    • GameSessionPlacement (dict) –

      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 in the queue waiting to be processed. Game session properties are not yet final.

        • FULFILLED – A new game session has been successfully placed. Game session properties are now final.

        • CANCELLED – The placement request was canceled.

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

        • FAILED – Amazon 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 key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.

        • (dict) –

          This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session’s map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

          You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can’t delete game properties from a game session.

          For examples of working with game properties, see Create a game session with properties.

          • 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 isn’t final until placement status is FULFILLED.

      • GameSessionArn (string) –

        Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn’t final until placement status is FULFILLED.

      • GameSessionRegion (string) –

        Name of the Region where the game session created by this placement request is running. This value isn’t final until 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.

        • (dict) –

          Regional latency information for a player, used when requesting a new game session. 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 (datetime) –

        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 (datetime) –

        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 Amazon GameLift game server, an app needs both the IP address and port number. This value isn’t final until 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 Amazon GameLift game server, an app needs both the IP address and port number. This value isn’t final until 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 after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

        • (dict) –

          Information about a player session. 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.

          • 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 with a request to start a new game session. For more information, 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.

Exceptions