

# C\+\+ server SDK 5.x for Amazon GameLift Servers -- Actions
<a name="integration-server-sdk5-cpp-actions"></a>

Use the server SDK 5.x reference to integrate your multiplayer game for hosting with Amazon GameLift Servers. For guidance about the integration process, see [Add Amazon GameLift Servers to your game server with the server SDK](gamelift-sdk-server-api.md).

**Note**  
This topic describes the Amazon GameLift Servers C\+\+ API that you can use when you build with the C\+\+ Standard Library (`std`). Specifically, this documentation applies to code that you compile with the `-DDGAMELIFT_USE_STD=1` option. 

[C\+\+ server SDK 5.x for Amazon GameLift Servers -- Data types](integration-server-sdk5-cpp-datatypes.md)

**Topics**
+ [C\+\+ server SDK 5.x for Amazon GameLift Servers -- Data types](integration-server-sdk5-cpp-datatypes.md)
+ [GetSdkVersion()](#integration-server-sdk5-cpp-getsdkversion)
+ [InitMetrics()](#integration-server-sdk5-cpp-initmetrics)
+ [InitSDK()](#integration-server-sdk5-cpp-initsdk)
+ [InitSDK()](#integration-server-sdk5-cpp-initsdk-anywhere)
+ [ProcessReady()](#integration-server-sdk5-cpp-processready)
+ [ProcessReadyAsync()](#integration-server-sdk5-cpp-processreadyasync)
+ [ProcessEnding()](#integration-server-sdk5-cpp-processending)
+ [ActivateGameSession()](#integration-server-sdk5-cpp-activategamesession)
+ [UpdatePlayerSessionCreationPolicy()](#integration-server-sdk5-cpp-updateplayersessioncreationpolicy)
+ [GetGameSessionId()](#integration-server-sdk5-cpp-getgamesessionid)
+ [GetTerminationTime()](#integration-server-sdk5-cpp-getterm)
+ [AcceptPlayerSession()](#integration-server-sdk5-cpp-acceptplayersession)
+ [RemovePlayerSession()](#integration-server-sdk5-cpp-removeplayersession)
+ [DescribePlayerSessions()](#integration-server-sdk5-cpp-describeplayersessions)
+ [StartMatchBackfill()](#integration-server-sdk5-cpp-startmatchbackfill)
+ [StopMatchBackfill()](#integration-server-sdk5-cpp-stopmatchbackfill)
+ [GetComputeCertificate()](#integration-server-sdk5-cpp-getcomputecertificate)
+ [GetFleetRoleCredentials()](#integration-server-sdk5-cpp-getfleetrolecredentials)
+ [Destroy()](#integration-server-sdk5-cpp-ref-destroy)

## GetSdkVersion()
<a name="integration-server-sdk5-cpp-getsdkversion"></a>

Returns the current version number of the SDK built into the server process.

### Syntax
<a name="integration-server-sdk5-cpp-getsdkversion-syntax"></a>

```
Aws::GameLift::AwsStringOutcome Server::GetSdkVersion();
```

### Return value
<a name="integration-server-sdk5-cpp-getsdkversion-return"></a>

If successful, returns the current SDK version as an [AwsStringOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-awsstringoutcome) object. The returned object includes the version number (example `5.0.0`). If not successful, returns an error message.

### Example
<a name="integration-server-sdk5-cpp-getsdkversion-example"></a>

```
Aws::GameLift::AwsStringOutcome SdkVersionOutcome = Aws::GameLift::Server::GetSdkVersion(); 
```

## InitMetrics()
<a name="integration-server-sdk5-cpp-initmetrics"></a>

Initializes the metrics system for collecting and reporting server performance data. For best results, call this method before [InitSDK()](#integration-server-sdk5-cpp-initsdk) to enable metrics collection during SDK initialization.

### Syntax
<a name="integration-server-sdk5-cpp-initmetrics-syntax"></a>

```
Aws::GameLift::GenericOutcome InitMetrics();
Aws::GameLift::GenericOutcome InitMetrics(const Aws::GameLift::Server::MetricsParameters &metricsParameters);
```

### Parameters
<a name="integration-server-sdk5-cpp-initmetrics-parameter"></a>

[MetricsParameters](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-metricsparameters) (optional)  
Configuration parameters for metrics collection. If not provided, uses default values that can be overridden by environment variables.

### Return value
<a name="integration-server-sdk5-cpp-initmetrics-return"></a>

If successful, returns a [GenericOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-genericoutcome) object indicating success. If not successful, returns an error message.

### Example
<a name="integration-server-sdk5-cpp-initmetrics-example"></a>

```
// Initialize with default parameters (uses environment variables if available)
// Defaults: localhost:8125 for StatsD, localhost:8126 for crash reporter
// FlushInterval: 10000ms, MaxPacketSize: 512 bytes
Aws::GameLift::GenericOutcome outcome = Aws::GameLift::Server::InitMetrics();
if (outcome.IsSuccess()) {
    // Metrics system initialized successfully
}

// Initialize with custom parameters
Aws::GameLift::Server::MetricsParameters metricsParams("localhost", 8125, "crash-host", 8126, 5000, 1024);
Aws::GameLift::GenericOutcome customOutcome = Aws::GameLift::Server::InitMetrics(metricsParams);
if (customOutcome.IsSuccess()) {
    // Metrics system initialized with custom parameters
}
```

## InitSDK()
<a name="integration-server-sdk5-cpp-initsdk"></a>

Initializes the Amazon GameLift Servers SDK. Call this method on launch before any other initialization steps related to Amazon GameLift Servers. This action reads server parameters from the host environment to set up communication between the game server process and the Amazon GameLift Servers service. It uses an idempotency token, so you safely retry this call when it fails.

If the game server build will be deployed without the Amazon GameLift Servers Agent to a Amazon GameLift Servers Anywhere fleet or container fleet, call [InitSDK()](#integration-server-sdk5-cpp-initsdk-anywhere) and specify a set of server parameters.

### Syntax
<a name="integration-server-sdk5-cpp-initsdk-syntax"></a>

```
Server::InitSDKOutcome Server::initSdkOutcome = InitSDK();
```

### Return value
<a name="integration-server-sdk5-cpp-initsdk-return"></a>

Returns an [InitSDKOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-initsdkoutcome) object that indicates whether the server process is ready to call [ProcessReady()](#integration-server-sdk5-cpp-processready). 

### Example
<a name="integration-server-sdk5-cpp-initsdk-example"></a>

```
//Call InitSDK to establish a local connection with the Amazon GameLift Servers Agent to enable further communication.
Aws::GameLift::Server::InitSDKOutcome initSdkOutcome = 
  Aws::GameLift::Server::InitSDK();
```

## InitSDK()
<a name="integration-server-sdk5-cpp-initsdk-anywhere"></a>

Initializes the Amazon GameLift Servers SDK. Call this method on launch before any other initialization steps related to Amazon GameLift Servers. This action requires a set of server parameters to set up communication between the game server process and the Amazon GameLift Servers service. It uses an idempotency token, so you safely retry this call when it fails.

If the game server build will be deployed to an Amazon GameLift Servers managed EC2 fleet or to an Amazon GameLift Servers Anywhere fleet or container fleet with the Amazon GameLift Servers Agent, call [InitSDK()](#integration-server-sdk5-cpp-initsdk) without server parameters.

### Syntax
<a name="integration-server-sdk5-cpp-initsdk-anywhere-syntax"></a>

```
Server::InitSDKOutcome Server::initSdkOutcome = InitSDK(serverParameters);
```

### Parameters
<a name="integration-server-sdk5-cpp-initsdk-anywhere-parameter"></a>

[ServerParameters](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-serverparameters)  
To initialize a game server on an Amazon GameLift Servers Anywhere fleet, construct a `ServerParameters` object with the following information:  
+ The URL of the WebSocket used to connect to your game server. 
+ The ID of the process used to host your game server. 
+ The ID of the compute hosting your game server processes. 
+ The ID of the Amazon GameLift Servers fleet containing your Amazon GameLift Servers Anywhere compute.
+ The authorization token generated by the Amazon GameLift Servers operation. 

### Return value
<a name="integration-server-sdk5-cpp-initsdk-anywhere-return"></a>

Returns an [InitSDKOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-initsdkoutcome) object that indicates whether the server process is ready to call [ProcessReady()](#integration-server-sdk5-cpp-processready). 

**Note**  
If calls to `InitSDK()` are failing for game builds deployed to Anywhere fleets, check the `ServerSdkVersion` parameter used when creating the build resource. You must explicitly set this value to the server SDK version in use. The default value for this parameter is 4.x, which is not compatible. To resolve this issue, create a new build and deploy it to a new fleet.

### Example
<a name="integration-server-sdk5-cpp-initsdk-anywhere-example"></a>

Amazon GameLift Servers Anywhere example

```
//Define the server parameters
std::string websocketUrl = "wss://us-west-1.api.amazongamelift.com";
std::string processId = "PID1234";
std::string fleetId = "arn:aws:gamelift:us-west-1:111122223333:fleet/fleet-9999ffff-88ee-77dd-66cc-5555bbbb44aa";
std::string hostId = "HardwareAnywhere";
std::string authToken = "1111aaaa-22bb-33cc-44dd-5555eeee66ff";
Aws::GameLift::Server::Model::ServerParameters serverParameters = 
  Aws::GameLift::Server::Model::ServerParameters(webSocketUrl, authToken, fleetId, hostId, processId);

//Call InitSDK to establish a local connection with the Amazon GameLift Servers Agent to enable further communication.
Aws::GameLift::Server::InitSDKOutcome initSdkOutcome = Aws::GameLift::Server::InitSDK(serverParameters);
```

## ProcessReady()
<a name="integration-server-sdk5-cpp-processready"></a>

Notifies Amazon GameLift Servers that the server process is ready to host game sessions. Call this method after invoking [InitSDK()](#integration-server-sdk5-cpp-initsdk). This method should be called only once per process.

### Syntax
<a name="integration-server-sdk5-cpp-processready-syntax"></a>

`GenericOutcome ProcessReady(const Aws::GameLift::Server::ProcessParameters &processParameters);`

### Parameters
<a name="integration-server-sdk5-cpp-processready-parameter"></a>

**processParameters**  
A [ProcessParameters](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-process) object communicating the following information about the server process:  
+ Names of callback methods implemented in the game server code that the Amazon GameLift Servers service invokes to communicate with the server process.
+ Port number that the server process is listening on.
+ Path to any game session-specific files that you want Amazon GameLift Servers to capture and store.

### Return value
<a name="integration-server-sdk5-cpp-processready-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-processready-example"></a>

This example illustrates both the [ProcessReady()](#integration-server-sdk5-cpp-processready) call and delegate function implementations.

```
// Set parameters and call ProcessReady
std::string serverLog("serverOut.log");        // Example of a log file written by the game server
std::vector<std::string> logPaths;
logPaths.push_back(serverLog);
int listenPort = 9339;

Aws::GameLift::Server::ProcessParameters processReadyParameter = 
  Aws::GameLift::Server::ProcessParameters(
    std::bind(&Server::onStartGameSession, this, std::placeholders::_1),
    std::bind(&Server::onProcessTerminate, this), 
    std::bind(&Server::OnHealthCheck, this), 
    std::bind(&Server::OnUpdateGameSession, this), 
    listenPort, 
    Aws::GameLift::Server::LogParameters(logPaths)
  ); 

Aws::GameLift::GenericOutcome outcome = 
  Aws::GameLift::Server::ProcessReady(processReadyParameter);

// Implement callback functions
void Server::onStartGameSession(Aws::GameLift::Model::GameSession myGameSession)
{
  // game-specific tasks when starting a new game session, such as loading map
  GenericOutcome outcome = 
    Aws::GameLift::Server::ActivateGameSession (maxPlayers);
}

void Server::onProcessTerminate()
{
  // game-specific tasks required to gracefully shut down a game session, 
  // such as notifying players, preserving game state data, and other cleanup
  GenericOutcome outcome = Aws::GameLift::Server::ProcessEnding();
}

bool Server::onHealthCheck()
{
  bool health;
  // complete health evaluation within 60 seconds and set health
  return health;
}
```

## ProcessReadyAsync()
<a name="integration-server-sdk5-cpp-processreadyasync"></a>

Notifies the Amazon GameLift Servers service that the server process is ready to host game sessions. This method should be called after the server process is ready to host a game session. The parameters specify the callback function names for Amazon GameLift Servers to call in certain circumstances. Game server code must implement these functions.

This call is asynchronous. To make a synchronous call, use [ProcessReady()](#integration-server-sdk5-cpp-processready). See [Initialize the server process](gamelift-sdk-server-api.md#gamelift-sdk-server-initialize) for more details.

### Syntax
<a name="integration-server-sdk5-cpp-processreadyasync-syntax"></a>

```
GenericOutcomeCallable ProcessReadyAsync(
    const Aws::GameLift::Server::ProcessParameters &processParameters);
```

### Parameters
<a name="integration-server-sdk5-cpp-processreadyasync-parameter"></a>

**processParameters**  
A [ProcessParameters](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-process) object communicating the following information about the server process:  
+ Names of callback methods implemented in the game server code that the Amazon GameLift Servers service invokes to communicate with the server process.
+ Port number that the server process is listening on.
+ Path to any game session-specific files that you want Amazon GameLift Servers to capture and store.
Required: Yes

### Return value
<a name="integration-server-sdk5-cpp-processreadyasync-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-processreadyasync-example"></a>

```
// Set parameters and call ProcessReady
std::string serverLog("serverOut.log");        // This is an example of a log file written by the game server
std::vector<std::string> logPaths;
logPaths.push_back(serverLog);
int listenPort = 9339;

Aws::GameLift::Server::ProcessParameters processReadyParameter = 
  Aws::GameLift::Server::ProcessParameters(std::bind(&Server::onStartGameSession, this, std::placeholders::_1),
  std::bind(&Server::onProcessTerminate, this), std::bind(&Server::OnHealthCheck, this),
  std::bind(&Server::OnUpdateGameSession, this), listenPort, Aws::GameLift::Server::LogParameters(logPaths));

Aws::GameLift::GenericOutcomeCallable outcome = 
  Aws::GameLift::Server::ProcessReadyAsync(processReadyParameter);

// Implement callback functions
void onStartGameSession(Aws::GameLift::Model::GameSession myGameSession)
{
  // game-specific tasks when starting a new game session, such as loading map
  GenericOutcome outcome = Aws::GameLift::Server::ActivateGameSession (maxPlayers);
}

void onProcessTerminate()
{
  // game-specific tasks required to gracefully shut down a game session, 
  // such as notifying players, preserving game state data, and other cleanup
  GenericOutcome outcome = Aws::GameLift::Server::ProcessEnding();
}

bool onHealthCheck()
{
  // perform health evaluation and complete within 60 seconds
  return health;
}
```

## ProcessEnding()
<a name="integration-server-sdk5-cpp-processending"></a>

Notifies Amazon GameLift Servers that the server process is terminating. Call this method after all other cleanup tasks (including shutting down the active game session) and before terminating the process. Depending on the result of `ProcessEnding()`, the process exits with success (0) or error (-1) and generates a fleet event. If the process terminates with an error, the fleet event generated is `SERVER_PROCESS_TERMINATED_UNHEALTHY`.

### Syntax
<a name="integration-server-sdk5-cpp-processending-syntax"></a>

```
Aws::GameLift::GenericOutcome processEndingOutcome = Aws::GameLift::Server::ProcessEnding();
```

### Return value
<a name="integration-server-sdk5-cpp-processending-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-processending-example"></a>

This example calls `ProcessEnding()` and `Destroy()` before terminating the server process with a success or error exit code.

```
Aws::GameLift::GenericOutcome processEndingOutcome = Aws::GameLift::Server::ProcessEnding();
Aws::GameLift::Server::Destroy();

// Exit the process with success or failure
if (processEndingOutcome.IsSuccess()) {
  exit(0);
}
else {
  cout << "ProcessEnding() failed. Error: " << processEndingOutcome.GetError().GetErrorMessage();
  exit(-1);
}
```

## ActivateGameSession()
<a name="integration-server-sdk5-cpp-activategamesession"></a>

Notifies Amazon GameLift Servers that the server process has activated a game session and is now ready to receive player connections. This action should be called as part of the `onStartGameSession()` callback function, after all game session initialization.

### Syntax
<a name="integration-server-sdk5-cpp-activategamesession-syntax"></a>

```
Aws::GameLift::GenericOutcome activateGameSessionOutcome = Aws::GameLift::Server::ActivateGameSession();
```

### Return value
<a name="integration-server-sdk5-cpp-activategamesession-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-activategamesession-example"></a>

This example shows `ActivateGameSession()` called as part of the `onStartGameSession()` delegate function. 

```
void onStartGameSession(Aws::GameLift::Model::GameSession myGameSession)
{
  // game-specific tasks when starting a new game session, such as loading map
  GenericOutcome outcome = Aws::GameLift::Server::ActivateGameSession();
}
```

## UpdatePlayerSessionCreationPolicy()
<a name="integration-server-sdk5-cpp-updateplayersessioncreationpolicy"></a>

Updates the current game session's ability to accept new player sessions. A game session can be set to either accept or deny all new player sessions.

### Syntax
<a name="integration-server-sdk5-cpp-updateplayersessioncreationpolicy-syntax"></a>

```
GenericOutcome UpdatePlayerSessionCreationPolicy(Aws::GameLift::Model::PlayerSessionCreationPolicy newPlayerSessionPolicy);
```

### Parameters
<a name="integration-server-sdk5-cpp-updateplayersessioncreationpolicy-parameter"></a>

**playerCreationSessionPolicy**  
Type: `PlayerSessionCreationPolicy` [enum](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-enums) value.  
Required: Yes

### Return value
<a name="integration-server-sdk5-cpp-updateplayersessioncreationpolicy-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-updateplayersessioncreationpolicy-example"></a>

This example sets the current game session's join policy to accept all players.

```
Aws::GameLift::GenericOutcome outcome = 
  Aws::GameLift::Server::UpdatePlayerSessionCreationPolicy(Aws::GameLift::Model::PlayerSessionCreationPolicy::ACCEPT_ALL);
```

## GetGameSessionId()
<a name="integration-server-sdk5-cpp-getgamesessionid"></a>

Retrieves the ID of the game session hosted by the active server process. 

For idle processes that aren't activated with a game session, the call returns a [GameLiftError](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-gamelifterror).

### Syntax
<a name="integration-server-sdk5-cpp-getgamesessionid-syntax"></a>

```
AwsStringOutcome GetGameSessionId()
```

### Parameters
<a name="integration-server-sdk5-cpp-getgamesessionid-parameter"></a>

This action has no parameters.

### Return value
<a name="integration-server-sdk5-cpp-getgamesessionid-return"></a>

If successful, returns the game session ID as an [AwsStringOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-awsstringoutcome) object. If not successful, returns an error message.

For idle processes that aren't activated with a game session, the call returns `Success`=`True` and `GameSessionId`=`""`.

### Example
<a name="integration-server-sdk5-cpp-getgamesessionid-example"></a>

```
Aws::GameLift::AwsStringOutcome sessionIdOutcome = Aws::GameLift::Server::GetGameSessionId();
```

## GetTerminationTime()
<a name="integration-server-sdk5-cpp-getterm"></a>

Returns the time that a server process is scheduled to be shut down, if a termination time is available. A server process takes action after receiving an `onProcessTerminate()` callback from Amazon GameLift Servers. Amazon GameLift Servers calls `onProcessTerminate()` for the following reasons: 
+ When the server process has reported poor health or has not responded to Amazon GameLift Servers.
+ When terminating the instance during a scale-down event.
+ When an instance is terminated due to a [spot-instance interruption](spot-tasks.md).

### Syntax
<a name="integration-server-sdk5-cpp-getterm-syntax"></a>

```
AwsDateTimeOutcome GetTerminationTime()
```

### Return value
<a name="integration-server-sdk5-cpp-getterm-return"></a>

If successful, returns the termination time as an `AwsDateTimeOutcome` object. The value is the termination time, expressed in elapsed ticks since `0001 00:00:00`. For example, the date time value `2020-09-13 12:26:40 -000Z` is equal to `637355968000000000` ticks. If no termination time is available, returns an error message.

If the process hasn't received a ProcessParameters.OnProcessTerminate() callback, an error message is returned. For more information about shutting down a server process, see [Respond to a server process shutdown notification](gamelift-sdk-server-api.md#gamelift-sdk-server-terminate).

### Example
<a name="integration-server-sdk5-cpp-getterm-example"></a>

```
Aws::GameLift::AwsLongOutcome TermTimeOutcome = Aws::GameLift::Server::GetTerminationTime(); 
```

## AcceptPlayerSession()
<a name="integration-server-sdk5-cpp-acceptplayersession"></a>

Notifies Amazon GameLift Servers that a player with the specified player session ID has connected to the server process and needs validation. Amazon GameLift Servers verifies that the player session ID is valid. After the player session is validated, Amazon GameLift Servers changes the status of the player slot from RESERVED to ACTIVE. 

### Syntax
<a name="integration-server-sdk5-cpp-acceptplayersession-syntax"></a>

```
GenericOutcome AcceptPlayerSession(String playerSessionId)
```

### Parameters
<a name="integration-server-sdk5-cpp-acceptplayersession-parameter"></a>

playerSessionId  
Unique ID issued by Amazon GameLift Servers when a new player session is created.

### Return value
<a name="integration-server-sdk5-cpp-acceptplayersession-return"></a>

Returns a generic outcome consisting of success or failure with an error message. 

### Example
<a name="integration-server-sdk5-cpp-acceptplayersession-example"></a>

This example handles a connection request that includes validating and rejecting non-valid player session IDs.

```
void ReceiveConnectingPlayerSessionID (Connection& connection, const std::string& playerSessionId)
{
  Aws::GameLift::GenericOutcome connectOutcome = Aws::GameLift::Server::AcceptPlayerSession(playerSessionId);
  if(connectOutcome.IsSuccess())
  {
    connectionToSessionMap.emplace(connection, playerSessionId);
    connection.Accept();
  }
  else 
  {
    connection.Reject(connectOutcome.GetError().GetMessage();
  }       
}
```

## RemovePlayerSession()
<a name="integration-server-sdk5-cpp-removeplayersession"></a>

Notifies Amazon GameLift Servers that a player has disconnected from the server process. In response, Amazon GameLift Servers changes the player slot to available. 

### Syntax
<a name="integration-server-sdk5-cpp-removeplayersession-syntax"></a>

```
GenericOutcome RemovePlayerSession(String playerSessionId)
```

### Parameters
<a name="integration-server-sdk5-cpp-removeplayersession-parameter"></a>

**`playerSessionId`**  
Unique ID issued by Amazon GameLift Servers when a new player session is created.

### Return value
<a name="integration-server-sdk5-cpp-removeplayersession-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-removeplayersession-example"></a>

```
Aws::GameLift::GenericOutcome disconnectOutcome = Aws::GameLift::Server::RemovePlayerSession(playerSessionId);
```

## DescribePlayerSessions()
<a name="integration-server-sdk5-cpp-describeplayersessions"></a>

Retrieves player session data which includes settings, session metadata, and player data. Use this method to get information about the following:
+ A single player session
+ All player sessions in a game session
+ All player sessions associated with a single player ID

### Syntax
<a name="integration-server-sdk5-cpp-describeplayersessions-syntax"></a>

```
DescribePlayerSessionsOutcome DescribePlayerSessions(DescribePlayerSessionsRequest describePlayerSessionsRequest)
```

### Parameters
<a name="integration-server-sdk5-cpp-describeplayersessions-parameter"></a>

**[DescribePlayerSessionsRequest](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-playersessions)**  
A [DescribePlayerSessionsRequest](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-playersessions) object that describes which player sessions to retrieve.

### Return value
<a name="integration-server-sdk5-cpp-describeplayersessions-return"></a>

If successful, returns a [DescribePlayerSessionsOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-describeplayersessionsoutcome) object containing a set of player session objects that fit the request parameters.

### Example
<a name="integration-server-sdk5-cpp-describeplayersessions-example"></a>

This example requests all player sessions actively connected to a specified game session. By omitting *NextToken* and setting the *Limit* value to 10, Amazon GameLift Servers returns the first 10 player session records matching the request.

```
// Set request parameters
Aws::GameLift::Server::Model::DescribePlayerSessionsRequest request;
request.SetPlayerSessionStatusFilter(Aws::GameLift::Server::Model::PlayerSessionStatusMapper::GetNameForPlayerSessionStatus(Aws::GameLift::Server::Model::PlayerSessionStatus::Active));
request.SetLimit(10);
request.SetGameSessionId("the game session ID");    // can use GetGameSessionId()

// Call DescribePlayerSessions
Aws::GameLift::DescribePlayerSessionsOutcome playerSessionsOutcome = Aws::GameLift::Server::DescribePlayerSessions(request);
```

## StartMatchBackfill()
<a name="integration-server-sdk5-cpp-startmatchbackfill"></a>

Sends a request to find new players for open slots in a game session created with FlexMatch. For more information, see [FlexMatch backfill feature](https://docs.aws.amazon.com/gameliftservers/latest/flexmatchguide/match-backfill.html).

This action is asynchronous. If new players are matched, Amazon GameLift Servers delivers updated matchmaker data using the callback function `OnUpdateGameSession()`.

A server process can have only one active match backfill request at a time. To send a new request, first call [StopMatchBackfill()](#integration-server-sdk5-cpp-stopmatchbackfill) to cancel the original request.

### Syntax
<a name="integration-server-sdk5-cpp-startmatchbackfill-syntax"></a>

```
StartMatchBackfillOutcome StartMatchBackfill (StartMatchBackfillRequest startBackfillRequest);
```

### Parameters
<a name="integration-server-sdk5-cpp-startmatchbackfill-parameter"></a>

**[StartMatchBackfillRequest](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-startmatchbackfillrequest)**  
A StartMatchBackfillRequest object that communicates the following information:  
+ A ticket ID to assign to the backfill request. This information is optional; if no ID is provided, Amazon GameLift Servers will generate one.
+ The matchmaker to send the request to. The full configuration ARN is required. This value is in the game session's matchmaker data.
+ The ID of the game session to backfill.
+ The available matchmaking data for the game session's current players.

### Return value
<a name="integration-server-sdk5-cpp-startmatchbackfill-return"></a>

Returns a [StartMatchBackfillOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-startmatchbackfilloutcome) object with the match backfill ticket ID, or failure with an error message. 

### Example
<a name="integration-server-sdk5-cpp-startmatchbackfill-example"></a>

```
// Build a backfill request
std::vector<Player> players;
Aws::GameLift::Server::Model::StartMatchBackfillRequest startBackfillRequest;
startBackfillRequest.SetTicketId("1111aaaa-22bb-33cc-44dd-5555eeee66ff");  // optional, autogenerated if not provided
startBackfillRequest.SetMatchmakingConfigurationArn("arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MyMatchmakerConfig"); //from the game session matchmaker data
startBackfillRequest.SetGameSessionArn("the game session ARN");        // can use GetGameSessionId()
startBackfillRequest.SetPlayers(players);                                  // from the game session matchmaker data

// Send backfill request
Aws::GameLift::StartMatchBackfillOutcome backfillOutcome = 
  Aws::GameLift::Server::StartMatchBackfill(startBackfillRequest);

// Implement callback function for backfill
void Server::OnUpdateGameSession(Aws::GameLift::Server::Model::GameSession gameSession, Aws::GameLift::Server::Model::UpdateReason updateReason, std::string backfillTicketId)
{
  // handle status messages
  // perform game-specific tasks to prep for newly matched players
}
```

## StopMatchBackfill()
<a name="integration-server-sdk5-cpp-stopmatchbackfill"></a>

Cancels an active match backfill request. For more information, see [FlexMatch backfill feature](https://docs.aws.amazon.com/gameliftservers/latest/flexmatchguide/match-backfill.html).

### Syntax
<a name="integration-server-sdk5-cpp-stopmatchbackfill-syntax"></a>

```
GenericOutcome StopMatchBackfill (StopMatchBackfillRequest stopBackfillRequest);
```

### Parameters
<a name="integration-server-sdk5-cpp-stopmatchbackfill-parameter"></a>

**[StopMatchBackfillRequest](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-stopmatchbackfillrequest)**  
A StopMatchBackfillRequest object identifying the matchmaking ticket to cancel:   
+ The ticket ID assigned to the backfill request.
+ The matchmaker the backfill request was sent to.
+ The game session associated with the backfill request.

### Return value
<a name="integration-server-sdk5-cpp-stopmatchbackfill-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-stopmatchbackfill-example"></a>

```
// Set backfill stop request parameters

Aws::GameLift::Server::Model::StopMatchBackfillRequest stopBackfillRequest;
stopBackfillRequest.SetTicketId("1111aaaa-22bb-33cc-44dd-5555eeee66ff");
stopBackfillRequest.SetGameSessionArn("the game session ARN"); // can use GetGameSessionId()
stopBackfillRequest.SetMatchmakingConfigurationArn("arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MyMatchmakerConfig");
// from the game session matchmaker data

Aws::GameLift::GenericOutcome stopBackfillOutcome = 
  Aws::GameLift::Server::StopMatchBackfill(stopBackfillRequest);
```

## GetComputeCertificate()
<a name="integration-server-sdk5-cpp-getcomputecertificate"></a>

Retrieves the path to the TLS certificate used to encrypt the network connection between your Amazon GameLift Servers Anywhere compute resource and Amazon GameLift Servers. You can use the certificate path when you register your compute device to a Amazon GameLift Servers Anywhere fleet. For more information see, [RegisterCompute](https://docs.aws.amazon.com/gameliftservers/latest/apireference/API_RegisterCompute.html).

### Syntax
<a name="integration-server-sdk5-cpp-getcomputecertificate-syntax"></a>

```
GetComputeCertificateOutcome Server::GetComputeCertificate()
```

### Return value
<a name="integration-server-sdk5-cpp-getcomputecertificate-return"></a>

Returns a [GetComputeCertificateOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-getcomputecertificateoutcome).

### Example
<a name="integration-server-sdk5-cpp-getcomputecertificate-example"></a>

```
Aws::GameLift::GetComputeCertificateOutcome certificate = Aws::GameLift::Server::GetComputeCertificate();
```

## GetFleetRoleCredentials()
<a name="integration-server-sdk5-cpp-getfleetrolecredentials"></a>

Retrieves IAM role credentials that authorize Amazon GameLift Servers to interact with other AWS services. For more information, see [Connect your Amazon GameLift Servers hosted game server to other AWS resources](gamelift-sdk-server-resources.md).

### Syntax
<a name="integration-server-sdk5-cpp-getfleetrolecredentials-syntax"></a>

```
GetFleetRoleCredentialsOutcome GetFleetRoleCredentials(GetFleetRoleCredentialsRequest request);
```

### Parameters
<a name="integration-server-sdk5-cpp-getfleetrolecredentials-parameters"></a>

[GetFleetRoleCredentialsRequest](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-dataypes-getfleetrolecredentialsrequest)

### Return value
<a name="integration-server-sdk5-cpp-getfleetrolecredentials-return"></a>

Returns a [GetFleetRoleCredentialsOutcome](integration-server-sdk5-cpp-datatypes.md#integration-server-sdk5-cpp-datatypes-getfleetrolecredentialsoutcome) object.

### Example
<a name="integration-server-sdk5-cpp-getfleetrolecredentials-example"></a>

```
// form the fleet credentials request 
Aws::GameLift::Server::Model::GetFleetRoleCredentialsRequest getFleetRoleCredentialsRequest; 
getFleetRoleCredentialsRequest.SetRoleArn("arn:aws:iam::123456789012:role/service-role/exampleGameLiftAction");

Aws::GameLift::GetFleetRoleCredentialsOutcome credentials = Aws::GameLift::Server::GetFleetRoleCredentials(getFleetRoleCredentialsRequest);
```

This example shows the use of the optional `RoleSessionName` value to assign a name to the credentials session for auditing purposes. If you don't provide a role session name, the default value "{{[fleet-id]}}-{{[host-id]}}" is used.

```
// form the fleet credentials request 
Aws::GameLift::Server::Model::GetFleetRoleCredentialsRequest getFleetRoleCredentialsRequest; 
getFleetRoleCredentialsRequest.SetRoleArn("arn:aws:iam::123456789012:role/service-role/exampleGameLiftAction");
getFleetRoleCredentialsRequest.SetRoleSessionName("MyFleetRoleSession"); 

Aws::GameLift::GetFleetRoleCredentialsOutcome credentials = Aws::GameLift::Server::GetFleetRoleCredentials(getFleetRoleCredentialsRequest);
```

## Destroy()
<a name="integration-server-sdk5-cpp-ref-destroy"></a>

Frees the Amazon GameLift Servers game server SDK from memory. As a best practice, call this method after `ProcessEnding()` and before terminating the process. If you're using an Anywhere fleet and you're not terminating server processes after every game session, call `Destroy()` and then `InitSDK()` to reinitialize before notifying Amazon GameLift Servers that the process is ready to host a game session with `ProcessReady()`.

### Syntax
<a name="integration-server-sdk5-cpp-ref-destroy-syntax"></a>

```
GenericOutcome Aws::GameLift::Server::Destroy();
```

### Parameters
<a name="integration-server-sdk5-cpp-ref-destroy-parameter"></a>

There are no parameters.

### Return value
<a name="integration-server-sdk5-cpp-ref-destroy-return"></a>

Returns a generic outcome consisting of success or failure with an error message.

### Example
<a name="integration-server-sdk5-cpp-ref-destroy-example"></a>

```
Aws::GameLift::GenericOutcome processEndingOutcome = Aws::GameLift::Server::ProcessEnding();
Aws::GameLift::Server::Destroy();

// Exit the process with success or failure
if (processEndingOutcome.IsSuccess()) {
  exit(0);
}
else {
  cout << "ProcessEnding() failed. Error: " << processEndingOutcome.GetError().GetErrorMessage();
  exit(-1);
}
```