aws-sdk-gamelift 1.97.0 → 1.99.0

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data/CHANGELOG.md CHANGED
@@ -1,6 +1,16 @@
1
1
  Unreleased Changes
2
2
  ------------------
3
3
 
4
+ 1.99.0 (2025-01-15)
5
+ ------------------
6
+
7
+ * Feature - Code Generated Changes, see `./build_tools` or `aws-sdk-core`'s CHANGELOG.md for details.
8
+
9
+ 1.98.0 (2025-01-14)
10
+ ------------------
11
+
12
+ * Feature - Amazon GameLift releases a new game session placement feature: PriorityConfigurationOverride. You can now override how a game session queue prioritizes placement locations for a single StartGameSessionPlacement request.
13
+
4
14
  1.97.0 (2025-01-02)
5
15
  ------------------
6
16
 
data/VERSION CHANGED
@@ -1 +1 @@
1
- 1.97.0
1
+ 1.99.0
@@ -257,11 +257,34 @@ module Aws::GameLift
257
257
  # Used when loading credentials from the shared credentials file
258
258
  # at HOME/.aws/credentials. When not specified, 'default' is used.
259
259
  #
260
+ # @option options [String] :request_checksum_calculation ("when_supported")
261
+ # Determines when a checksum will be calculated for request payloads. Values are:
262
+ #
263
+ # * `when_supported` - (default) When set, a checksum will be
264
+ # calculated for all request payloads of operations modeled with the
265
+ # `httpChecksum` trait where `requestChecksumRequired` is `true` and/or a
266
+ # `requestAlgorithmMember` is modeled.
267
+ # * `when_required` - When set, a checksum will only be calculated for
268
+ # request payloads of operations modeled with the `httpChecksum` trait where
269
+ # `requestChecksumRequired` is `true` or where a `requestAlgorithmMember`
270
+ # is modeled and supplied.
271
+ #
260
272
  # @option options [Integer] :request_min_compression_size_bytes (10240)
261
273
  # The minimum size in bytes that triggers compression for request
262
274
  # bodies. The value must be non-negative integer value between 0
263
275
  # and 10485780 bytes inclusive.
264
276
  #
277
+ # @option options [String] :response_checksum_validation ("when_supported")
278
+ # Determines when checksum validation will be performed on response payloads. Values are:
279
+ #
280
+ # * `when_supported` - (default) When set, checksum validation is performed on all
281
+ # response payloads of operations modeled with the `httpChecksum` trait where
282
+ # `responseAlgorithms` is modeled, except when no modeled checksum algorithms
283
+ # are supported.
284
+ # * `when_required` - When set, checksum validation is not performed on
285
+ # response payloads of operations unless the checksum algorithm is supported and
286
+ # the `requestValidationModeMember` member is set to `ENABLED`.
287
+ #
265
288
  # @option options [Proc] :retry_backoff
266
289
  # A proc or lambda used for backoff. Defaults to 2**retries * retry_base_delay.
267
290
  # This option is only used in the `legacy` retry mode.
@@ -1196,7 +1219,7 @@ module Aws::GameLift
1196
1219
  # @example Request syntax with placeholder values
1197
1220
  #
1198
1221
  # resp = client.create_container_fleet({
1199
- # fleet_role_arn: "ArnStringModel", # required
1222
+ # fleet_role_arn: "IamRoleArn", # required
1200
1223
  # description: "NonZeroAndMaxString",
1201
1224
  # game_server_container_group_definition_name: "ContainerGroupDefinitionNameOrArn",
1202
1225
  # per_instance_container_group_definition_name: "ContainerGroupDefinitionNameOrArn",
@@ -5882,9 +5905,9 @@ module Aws::GameLift
5882
5905
  #
5883
5906
  # This operation is not designed to be continually called to track game
5884
5907
  # session status. This practice can cause you to exceed your API limit,
5885
- # which results in errors. Instead, you must configure configure an
5886
- # Amazon Simple Notification Service (SNS) topic to receive
5887
- # notifications from FlexMatch or queues. Continuously polling with
5908
+ # which results in errors. Instead, you must configure an Amazon Simple
5909
+ # Notification Service (SNS) topic to receive notifications from
5910
+ # FlexMatch or queues. Continuously polling with
5888
5911
  # `DescribeGameSessionPlacement` should only be used for games in
5889
5912
  # development with low game session usage.
5890
5913
  #
@@ -5928,6 +5951,9 @@ module Aws::GameLift
5928
5951
  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
5929
5952
  # resp.game_session_placement.game_session_data #=> String
5930
5953
  # resp.game_session_placement.matchmaker_data #=> String
5954
+ # resp.game_session_placement.priority_configuration_override.placement_fallback_strategy #=> String, one of "DEFAULT_AFTER_SINGLE_PASS", "NONE"
5955
+ # resp.game_session_placement.priority_configuration_override.location_order #=> Array
5956
+ # resp.game_session_placement.priority_configuration_override.location_order[0] #=> String
5931
5957
  #
5932
5958
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement AWS API Documentation
5933
5959
  #
@@ -9175,55 +9201,83 @@ module Aws::GameLift
9175
9201
  req.send_request(options)
9176
9202
  end
9177
9203
 
9178
- # Places a request for a new game session in a queue. When processing a
9179
- # placement request, Amazon GameLift searches for available resources on
9180
- # the queue's destinations, scanning each until it finds resources or
9181
- # the placement request times out.
9182
- #
9183
- # A game session placement request can also request player sessions.
9184
- # When a new game session is successfully created, Amazon GameLift
9185
- # creates a player session for each player included in the request.
9204
+ # Makes a request to start a new game session using a game session
9205
+ # queue. When processing a placement request in a queue, Amazon GameLift
9206
+ # finds the best possible available resource to host the game session
9207
+ # and prompts the resource to start the game session.
9186
9208
  #
9187
- # When placing a game session, by default Amazon GameLift tries each
9188
- # fleet in the order they are listed in the queue configuration.
9189
- # Ideally, a queue's destinations are listed in preference order.
9190
- #
9191
- # Alternatively, when requesting a game session with players, you can
9192
- # also provide latency data for each player in relevant Regions. Latency
9193
- # data indicates the performance lag a player experiences when connected
9194
- # to a fleet in the Region. Amazon GameLift uses latency data to reorder
9195
- # the list of destinations to place the game session in a Region with
9196
- # minimal lag. If latency data is provided for multiple players, Amazon
9197
- # GameLift calculates each Region's average lag for all players and
9198
- # reorders to get the best game play across all players.
9209
+ # **Request options**
9199
9210
  #
9200
- # To place a new game session request, specify the following:
9211
+ # Call this API with the following minimum parameters:
9212
+ # *GameSessionQueueName*, *MaximumPlayerSessionCount*, and
9213
+ # *PlacementID*. You can also include game session data (data formatted
9214
+ # as strings) or game properties (data formatted as key-value pairs) to
9215
+ # pass to the new game session.
9216
+ #
9217
+ # * You can change how Amazon GameLift chooses a hosting resource for
9218
+ # the new game session. Prioritizing resources for game session
9219
+ # placements is defined when you configure a game session queue. You
9220
+ # can use the default prioritization process or specify a custom
9221
+ # process by providing a [ PriorityConfiguration][1] when you create
9222
+ # or update a queue.
9223
+ #
9224
+ # * Prioritize based on resource cost and location, using the queue's
9225
+ # configured priority settings. Call this API with the minimum
9226
+ # parameters.
9227
+ #
9228
+ # * Prioritize based on latency. Include a set of values for
9229
+ # *PlayerLatencies*. You can provide latency data with or without
9230
+ # player session data. This option instructs Amazon GameLift to
9231
+ # reorder the queue's prioritized locations list based on the
9232
+ # latency data. If latency data is provided for multiple players,
9233
+ # Amazon GameLift calculates each location's average latency for
9234
+ # all players and reorders to find the lowest latency across all
9235
+ # players. Don't include latency data if you're providing a custom
9236
+ # list of locations.
9237
+ #
9238
+ # * Prioritize based on a custom list of locations. If you're using a
9239
+ # queue that's configured to prioritize location first (see
9240
+ # [PriorityConfiguration][1] for game session queues), use the
9241
+ # *PriorityConfigurationOverride* parameter to substitute a
9242
+ # different location list for this placement request. When
9243
+ # prioritizing placements by location, Amazon GameLift searches each
9244
+ # location in prioritized order to find an available hosting
9245
+ # resource for the new game session. You can choose whether to use
9246
+ # the override list for the first placement attempt only or for all
9247
+ # attempts.
9248
+ # * You can request new player sessions for a group of players. Include
9249
+ # the *DesiredPlayerSessions* parameter and include at minimum a
9250
+ # unique player ID for each. You can also include player-specific data
9251
+ # to pass to the new game session.
9201
9252
  #
9202
- # * The queue name and a set of game session properties and settings
9253
+ # **Result**
9203
9254
  #
9204
- # * A unique ID (such as a UUID) for the placement. You use this ID to
9205
- # track the status of the placement request
9255
+ # If successful, this request generates a new game session placement
9256
+ # request and adds it to the game session queue for Amazon GameLift to
9257
+ # process in turn. You can track the status of individual placement
9258
+ # requests by calling [DescribeGameSessionPlacement][2]. A new game
9259
+ # session is running if the status is `FULFILLED` and the request
9260
+ # returns the game session connection information (IP address and port).
9261
+ # If you include player session data, Amazon GameLift creates a player
9262
+ # session for each player ID in the request.
9206
9263
  #
9207
- # * (Optional) A set of player data and a unique player ID for each
9208
- # player that you are joining to the new game session (player data is
9209
- # optional, but if you include it, you must also provide a unique ID
9210
- # for each player)
9264
+ # The request results in a `BadRequestException` in the following
9265
+ # situations:
9211
9266
  #
9212
- # * Latency data for all players (if you want to optimize game play for
9213
- # the players)
9267
+ # * If the request includes both *PlayerLatencies* and
9268
+ # *PriorityConfigurationOverride* parameters.
9214
9269
  #
9215
- # If successful, a new game session placement is created.
9270
+ # * If the request includes the *PriorityConfigurationOverride*
9271
+ # parameter and designates a queue doesn't prioritize locations.
9216
9272
  #
9217
- # To track the status of a placement request, call
9218
- # [DescribeGameSessionPlacement][1] and check the request's status. If
9219
- # the status is `FULFILLED`, a new game session has been created and a
9220
- # game session ARN and Region are referenced. If the placement request
9221
- # times out, you can resubmit the request or retry it with a different
9222
- # queue.
9273
+ # Amazon GameLift continues to retry each placement request until it
9274
+ # reaches the queue's timeout setting. If a request times out, you can
9275
+ # resubmit the request to the same queue or try a different queue.
9223
9276
  #
9224
9277
  #
9225
9278
  #
9226
- # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html
9279
+ # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_PriorityConfiguration.html
9280
+ # [2]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html
9227
9281
  #
9228
9282
  # @option params [required, String] :placement_id
9229
9283
  # A unique identifier to assign to the new game session placement. This
@@ -9248,9 +9302,10 @@ module Aws::GameLift
9248
9302
  #
9249
9303
  # @option params [Array<Types::PlayerLatency>] :player_latencies
9250
9304
  # A set of values, expressed in milliseconds, that indicates the amount
9251
- # of latency that a player experiences when connected to @aws; Regions.
9252
- # This information is used to try to place the new game session where it
9253
- # can offer the best possible gameplay experience for the players.
9305
+ # of latency that a player experiences when connected to Amazon Web
9306
+ # Services Regions. This information is used to try to place the new
9307
+ # game session where it can offer the best possible gameplay experience
9308
+ # for the players.
9254
9309
  #
9255
9310
  # @option params [Array<Types::DesiredPlayerSession>] :desired_player_sessions
9256
9311
  # Set of information on each player to create a player session for.
@@ -9265,6 +9320,15 @@ module Aws::GameLift
9265
9320
  #
9266
9321
  # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
9267
9322
  #
9323
+ # @option params [Types::PriorityConfigurationOverride] :priority_configuration_override
9324
+ # A prioritized list of locations to use for the game session placement
9325
+ # and instructions on how to use it. This list overrides a queue's
9326
+ # prioritized location list for this game session placement request
9327
+ # only. You can include Amazon Web Services Regions, local zones, and
9328
+ # custom locations (for Anywhere fleets). Choose a fallback strategy to
9329
+ # instruct Amazon GameLift to use the override list for the first
9330
+ # placement attempt only or for all placement attempts.
9331
+ #
9268
9332
  # @return [Types::StartGameSessionPlacementOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
9269
9333
  #
9270
9334
  # * {Types::StartGameSessionPlacementOutput#game_session_placement #game_session_placement} => Types::GameSessionPlacement
@@ -9296,6 +9360,10 @@ module Aws::GameLift
9296
9360
  # },
9297
9361
  # ],
9298
9362
  # game_session_data: "LargeGameSessionData",
9363
+ # priority_configuration_override: {
9364
+ # placement_fallback_strategy: "DEFAULT_AFTER_SINGLE_PASS", # accepts DEFAULT_AFTER_SINGLE_PASS, NONE
9365
+ # location_order: ["LocationStringModel"], # required
9366
+ # },
9299
9367
  # })
9300
9368
  #
9301
9369
  # @example Response structure
@@ -9325,6 +9393,9 @@ module Aws::GameLift
9325
9393
  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
9326
9394
  # resp.game_session_placement.game_session_data #=> String
9327
9395
  # resp.game_session_placement.matchmaker_data #=> String
9396
+ # resp.game_session_placement.priority_configuration_override.placement_fallback_strategy #=> String, one of "DEFAULT_AFTER_SINGLE_PASS", "NONE"
9397
+ # resp.game_session_placement.priority_configuration_override.location_order #=> Array
9398
+ # resp.game_session_placement.priority_configuration_override.location_order[0] #=> String
9328
9399
  #
9329
9400
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement AWS API Documentation
9330
9401
  #
@@ -9714,6 +9785,9 @@ module Aws::GameLift
9714
9785
  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
9715
9786
  # resp.game_session_placement.game_session_data #=> String
9716
9787
  # resp.game_session_placement.matchmaker_data #=> String
9788
+ # resp.game_session_placement.priority_configuration_override.placement_fallback_strategy #=> String, one of "DEFAULT_AFTER_SINGLE_PASS", "NONE"
9789
+ # resp.game_session_placement.priority_configuration_override.location_order #=> Array
9790
+ # resp.game_session_placement.priority_configuration_override.location_order[0] #=> String
9717
9791
  #
9718
9792
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement AWS API Documentation
9719
9793
  #
@@ -9918,45 +9992,59 @@ module Aws::GameLift
9918
9992
  req.send_request(options)
9919
9993
  end
9920
9994
 
9921
- # Ends a game session that's currently in progress. You can use this
9922
- # action to terminate any game session that isn't in `TERMINATED` or
9923
- # `TERMINATING` status. Terminating a game session is the most efficient
9924
- # way to free up a server process when it's hosting a game session
9925
- # that's in a bad state or not ending naturally. You can use this
9926
- # action to terminate a game session that's being hosted on any type of
9927
- # Amazon GameLift fleet compute, including computes for managed EC2,
9928
- # managed container, and Anywhere fleets.
9995
+ # Ends a game session that's currently in progress. Use this action to
9996
+ # terminate any game session that isn't in `ERROR` status. Terminating
9997
+ # a game session is the most efficient way to free up a server process
9998
+ # when it's hosting a game session that's in a bad state or not ending
9999
+ # properly. You can use this action to terminate a game session that's
10000
+ # being hosted on any type of Amazon GameLift fleet compute, including
10001
+ # computes for managed EC2, managed container, and Anywhere fleets. The
10002
+ # game server must be integrated with Amazon GameLift server SDK 5.x or
10003
+ # greater.
9929
10004
  #
9930
- # There are two potential methods for terminating a game session:
10005
+ # **Request options**
10006
+ #
10007
+ # Request termination for a single game session. Provide the game
10008
+ # session ID and the termination mode. There are two potential methods
10009
+ # for terminating a game session:
9931
10010
  #
9932
- # * With a graceful termination, the Amazon GameLift service prompts the
9933
- # server process to initiate its normal game session shutdown
9934
- # sequence. This sequence is implemented in the game server code and
10011
+ # * Initiate a graceful termination using the normal game session
10012
+ # shutdown sequence. With this mode, the Amazon GameLift service
10013
+ # prompts the server process that's hosting the game session by
10014
+ # calling the server SDK callback method `OnProcessTerminate()`. The
10015
+ # callback implementation is part of the custom game server code. It
9935
10016
  # might involve a variety of actions to gracefully end a game session,
9936
- # such as notifying players, and stop the server process.
10017
+ # such as notifying players, before stopping the server process.
9937
10018
  #
9938
- # * With a forceful termination, the Amazon GameLift service takes
9939
- # immediate action to terminate the game session by stopping the
9940
- # server process. Termination occurs without the normal game session
9941
- # shutdown sequence.
10019
+ # * Force an immediate game session termination. With this mode, the
10020
+ # Amazon GameLift service takes action to stop the server process,
10021
+ # which ends the game session without the normal game session shutdown
10022
+ # sequence.
9942
10023
  #
9943
- # **Request options**
10024
+ # **Results**
9944
10025
  #
9945
- # * Request termination for a single game session. Provide the game
9946
- # session ID and the termination method.
10026
+ # If successful, game session termination is initiated. During this
10027
+ # activity, the game session status is changed to `TERMINATING`. When
10028
+ # completed, the server process that was hosting the game session has
10029
+ # been stopped and replaced with a new server process that's ready to
10030
+ # host a new game session. The old game session's status is changed to
10031
+ # `TERMINATED` with a status reason that indicates the termination
10032
+ # method used.
9947
10033
  #
9948
- # ^
10034
+ # **Learn more**
10035
+ #
10036
+ # [Add Amazon GameLift to your game server][1]
10037
+ #
10038
+ # Amazon GameLift server SDK 5 reference guide for
10039
+ # `OnProcessTerminate()` ([C++][2]) ([C#][3]) ([Unreal][4]) ([Go][5])
9949
10040
  #
9950
- # **Results**
9951
10041
  #
9952
- # If successful, game session termination is initiated, which includes
9953
- # changing the game session status to `TERMINATING`. As a result of this
9954
- # action, and depending on the implementation of `OnProcessTerminate()`,
9955
- # the server process either becomes available to host a new game
9956
- # session, or it's recycled and a new server process started with
9957
- # availability to host a game session. The game session status is
9958
- # changed to `TERMINATED`, with a status reason that indicates the
9959
- # termination method used.
10042
+ #
10043
+ # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html
10044
+ # [2]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-cpp-initsdk.html
10045
+ # [3]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-csharp-initsdk.html
10046
+ # [4]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-unreal-initsdk.html
10047
+ # [5]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk-go-initsdk.html
9960
10048
  #
9961
10049
  # @option params [required, String] :game_session_id
9962
10050
  # A unique identifier for the game session to be terminated. A game
@@ -9968,17 +10056,20 @@ module Aws::GameLift
9968
10056
  # The method to use to terminate the game session. Available methods
9969
10057
  # include:
9970
10058
  #
9971
- # * `TRIGGER_ON_PROCESS_TERMINATE` – Sends an `OnProcessTerminate()`
9972
- # callback to the server process to initiate the normal game session
9973
- # shutdown sequence. At a minimum, the callback method must include a
9974
- # call to the server SDK action `ProcessEnding()`, which is how the
9975
- # server process signals that a game session is ending. If the server
9976
- # process doesn't call `ProcessEnding()`, this termination method
9977
- # won't be successful.
9978
- #
9979
- # * `FORCE_TERMINATE` – Takes action to stop the server process, using
9980
- # existing methods to control how server processes run on an Amazon
9981
- # GameLift managed compute.
10059
+ # * `TRIGGER_ON_PROCESS_TERMINATE` – Prompts the Amazon GameLift service
10060
+ # to send an `OnProcessTerminate()` callback to the server process and
10061
+ # initiate the normal game session shutdown sequence. The
10062
+ # `OnProcessTerminate` method, which is implemented in the game server
10063
+ # code, must include a call to the server SDK action
10064
+ # `ProcessEnding()`, which is how the server process signals to Amazon
10065
+ # GameLift that a game session is ending. If the server process
10066
+ # doesn't call `ProcessEnding()`, the game session termination won't
10067
+ # conclude successfully.
10068
+ #
10069
+ # * `FORCE_TERMINATE` – Prompts the Amazon GameLift service to stop the
10070
+ # server process immediately. Amazon GameLift takes action (depending
10071
+ # on the type of fleet) to shut down the server process without the
10072
+ # normal game session shutdown sequence.
9982
10073
  #
9983
10074
  # <note markdown="1"> This method is not available for game sessions that are running on
9984
10075
  # Anywhere fleets unless the fleet is deployed with the Amazon
@@ -11865,7 +11956,7 @@ module Aws::GameLift
11865
11956
  tracer: tracer
11866
11957
  )
11867
11958
  context[:gem_name] = 'aws-sdk-gamelift'
11868
- context[:gem_version] = '1.97.0'
11959
+ context[:gem_version] = '1.99.0'
11869
11960
  Seahorse::Client::Request.new(handlers, context)
11870
11961
  end
11871
11962
 
@@ -407,6 +407,7 @@ module Aws::GameLift
407
407
  LocationList = Shapes::ListShape.new(name: 'LocationList')
408
408
  LocationModel = Shapes::StructureShape.new(name: 'LocationModel')
409
409
  LocationModelList = Shapes::ListShape.new(name: 'LocationModelList')
410
+ LocationOrderOverrideList = Shapes::ListShape.new(name: 'LocationOrderOverrideList')
410
411
  LocationState = Shapes::StructureShape.new(name: 'LocationState')
411
412
  LocationStateList = Shapes::ListShape.new(name: 'LocationStateList')
412
413
  LocationStringModel = Shapes::StringShape.new(name: 'LocationStringModel')
@@ -455,6 +456,7 @@ module Aws::GameLift
455
456
  OutOfCapacityException = Shapes::StructureShape.new(name: 'OutOfCapacityException')
456
457
  PlacedPlayerSession = Shapes::StructureShape.new(name: 'PlacedPlayerSession')
457
458
  PlacedPlayerSessionList = Shapes::ListShape.new(name: 'PlacedPlayerSessionList')
459
+ PlacementFallbackStrategy = Shapes::StringShape.new(name: 'PlacementFallbackStrategy')
458
460
  Player = Shapes::StructureShape.new(name: 'Player')
459
461
  PlayerAttributeMap = Shapes::MapShape.new(name: 'PlayerAttributeMap')
460
462
  PlayerAttributeString = Shapes::StringShape.new(name: 'PlayerAttributeString')
@@ -480,6 +482,7 @@ module Aws::GameLift
480
482
  PositiveInteger = Shapes::IntegerShape.new(name: 'PositiveInteger')
481
483
  PositiveLong = Shapes::IntegerShape.new(name: 'PositiveLong')
482
484
  PriorityConfiguration = Shapes::StructureShape.new(name: 'PriorityConfiguration')
485
+ PriorityConfigurationOverride = Shapes::StructureShape.new(name: 'PriorityConfigurationOverride')
483
486
  PriorityType = Shapes::StringShape.new(name: 'PriorityType')
484
487
  PriorityTypeList = Shapes::ListShape.new(name: 'PriorityTypeList')
485
488
  ProtectionPolicy = Shapes::StringShape.new(name: 'ProtectionPolicy')
@@ -714,7 +717,7 @@ module Aws::GameLift
714
717
 
715
718
  ContainerFleet.add_member(:fleet_id, Shapes::ShapeRef.new(shape: FleetId, location_name: "FleetId"))
716
719
  ContainerFleet.add_member(:fleet_arn, Shapes::ShapeRef.new(shape: FleetArn, location_name: "FleetArn"))
717
- ContainerFleet.add_member(:fleet_role_arn, Shapes::ShapeRef.new(shape: ArnStringModel, location_name: "FleetRoleArn"))
720
+ ContainerFleet.add_member(:fleet_role_arn, Shapes::ShapeRef.new(shape: IamRoleArn, location_name: "FleetRoleArn"))
718
721
  ContainerFleet.add_member(:game_server_container_group_definition_name, Shapes::ShapeRef.new(shape: ContainerGroupDefinitionName, location_name: "GameServerContainerGroupDefinitionName"))
719
722
  ContainerFleet.add_member(:game_server_container_group_definition_arn, Shapes::ShapeRef.new(shape: ContainerGroupDefinitionArn, location_name: "GameServerContainerGroupDefinitionArn"))
720
723
  ContainerFleet.add_member(:per_instance_container_group_definition_name, Shapes::ShapeRef.new(shape: ContainerGroupDefinitionName, location_name: "PerInstanceContainerGroupDefinitionName"))
@@ -815,7 +818,7 @@ module Aws::GameLift
815
818
  CreateBuildOutput.add_member(:storage_location, Shapes::ShapeRef.new(shape: S3Location, location_name: "StorageLocation"))
816
819
  CreateBuildOutput.struct_class = Types::CreateBuildOutput
817
820
 
818
- CreateContainerFleetInput.add_member(:fleet_role_arn, Shapes::ShapeRef.new(shape: ArnStringModel, required: true, location_name: "FleetRoleArn"))
821
+ CreateContainerFleetInput.add_member(:fleet_role_arn, Shapes::ShapeRef.new(shape: IamRoleArn, required: true, location_name: "FleetRoleArn"))
819
822
  CreateContainerFleetInput.add_member(:description, Shapes::ShapeRef.new(shape: NonZeroAndMaxString, location_name: "Description"))
820
823
  CreateContainerFleetInput.add_member(:game_server_container_group_definition_name, Shapes::ShapeRef.new(shape: ContainerGroupDefinitionNameOrArn, location_name: "GameServerContainerGroupDefinitionName"))
821
824
  CreateContainerFleetInput.add_member(:per_instance_container_group_definition_name, Shapes::ShapeRef.new(shape: ContainerGroupDefinitionNameOrArn, location_name: "PerInstanceContainerGroupDefinitionName"))
@@ -1620,6 +1623,7 @@ module Aws::GameLift
1620
1623
  GameSessionPlacement.add_member(:placed_player_sessions, Shapes::ShapeRef.new(shape: PlacedPlayerSessionList, location_name: "PlacedPlayerSessions"))
1621
1624
  GameSessionPlacement.add_member(:game_session_data, Shapes::ShapeRef.new(shape: LargeGameSessionData, location_name: "GameSessionData"))
1622
1625
  GameSessionPlacement.add_member(:matchmaker_data, Shapes::ShapeRef.new(shape: MatchmakerData, location_name: "MatchmakerData"))
1626
+ GameSessionPlacement.add_member(:priority_configuration_override, Shapes::ShapeRef.new(shape: PriorityConfigurationOverride, location_name: "PriorityConfigurationOverride"))
1623
1627
  GameSessionPlacement.struct_class = Types::GameSessionPlacement
1624
1628
 
1625
1629
  GameSessionQueue.add_member(:name, Shapes::ShapeRef.new(shape: GameSessionQueueName, location_name: "Name"))
@@ -1885,6 +1889,8 @@ module Aws::GameLift
1885
1889
 
1886
1890
  LocationModelList.member = Shapes::ShapeRef.new(shape: LocationModel)
1887
1891
 
1892
+ LocationOrderOverrideList.member = Shapes::ShapeRef.new(shape: LocationStringModel)
1893
+
1888
1894
  LocationState.add_member(:location, Shapes::ShapeRef.new(shape: LocationStringModel, location_name: "Location"))
1889
1895
  LocationState.add_member(:status, Shapes::ShapeRef.new(shape: FleetStatus, location_name: "Status"))
1890
1896
  LocationState.struct_class = Types::LocationState
@@ -2031,6 +2037,10 @@ module Aws::GameLift
2031
2037
  PriorityConfiguration.add_member(:location_order, Shapes::ShapeRef.new(shape: LocationList, location_name: "LocationOrder"))
2032
2038
  PriorityConfiguration.struct_class = Types::PriorityConfiguration
2033
2039
 
2040
+ PriorityConfigurationOverride.add_member(:placement_fallback_strategy, Shapes::ShapeRef.new(shape: PlacementFallbackStrategy, location_name: "PlacementFallbackStrategy"))
2041
+ PriorityConfigurationOverride.add_member(:location_order, Shapes::ShapeRef.new(shape: LocationOrderOverrideList, required: true, location_name: "LocationOrder"))
2042
+ PriorityConfigurationOverride.struct_class = Types::PriorityConfigurationOverride
2043
+
2034
2044
  PriorityTypeList.member = Shapes::ShapeRef.new(shape: PriorityType)
2035
2045
 
2036
2046
  PutScalingPolicyInput.add_member(:name, Shapes::ShapeRef.new(shape: NonZeroAndMaxString, required: true, location_name: "Name"))
@@ -2178,6 +2188,7 @@ module Aws::GameLift
2178
2188
  StartGameSessionPlacementInput.add_member(:player_latencies, Shapes::ShapeRef.new(shape: PlayerLatencyList, location_name: "PlayerLatencies"))
2179
2189
  StartGameSessionPlacementInput.add_member(:desired_player_sessions, Shapes::ShapeRef.new(shape: DesiredPlayerSessionList, location_name: "DesiredPlayerSessions"))
2180
2190
  StartGameSessionPlacementInput.add_member(:game_session_data, Shapes::ShapeRef.new(shape: LargeGameSessionData, location_name: "GameSessionData"))
2191
+ StartGameSessionPlacementInput.add_member(:priority_configuration_override, Shapes::ShapeRef.new(shape: PriorityConfigurationOverride, location_name: "PriorityConfigurationOverride"))
2181
2192
  StartGameSessionPlacementInput.struct_class = Types::StartGameSessionPlacementInput
2182
2193
 
2183
2194
  StartGameSessionPlacementOutput.add_member(:game_session_placement, Shapes::ShapeRef.new(shape: GameSessionPlacement, location_name: "GameSessionPlacement"))
@@ -3883,6 +3894,7 @@ module Aws::GameLift
3883
3894
  o.errors << Shapes::ShapeRef.new(shape: InvalidRequestException)
3884
3895
  o.errors << Shapes::ShapeRef.new(shape: NotFoundException)
3885
3896
  o.errors << Shapes::ShapeRef.new(shape: UnauthorizedException)
3897
+ o.errors << Shapes::ShapeRef.new(shape: UnsupportedRegionException)
3886
3898
  end)
3887
3899
 
3888
3900
  api.add_operation(:start_match_backfill, Seahorse::Model::Operation.new.tap do |o|
@@ -5338,10 +5338,10 @@ module Aws::GameLift
5338
5338
  end
5339
5339
 
5340
5340
  # A list of fleet locations where a game session queue can place new
5341
- # game sessions. You can use a filter to temporarily turn off placements
5342
- # for specific locations. For queues that have multi-location fleets,
5343
- # you can use a filter configuration allow placement with some, but not
5344
- # all of these locations.
5341
+ # game sessions. You can use a filter to temporarily exclude specific
5342
+ # locations from receiving placements. For queues that have
5343
+ # multi-location fleets, you can use a filter configuration allow
5344
+ # placement with some, but not all, of a fleet's locations.
5345
5345
  #
5346
5346
  # @!attribute [rw] allowed_locations
5347
5347
  # A list of locations to allow game session placement in, in the form
@@ -6830,7 +6830,7 @@ module Aws::GameLift
6830
6830
  # before succeeding. With each attempt it creates a
6831
6831
  # [https://docs.aws.amazon.com/gamelift/latest/apireference/API\_GameSession][1]
6832
6832
  # object and updates this placement object with the new game session
6833
- # properties..
6833
+ # properties.
6834
6834
  #
6835
6835
  # </note>
6836
6836
  #
@@ -6902,8 +6902,8 @@ module Aws::GameLift
6902
6902
  #
6903
6903
  # @!attribute [rw] player_latencies
6904
6904
  # A set of values, expressed in milliseconds, that indicates the
6905
- # amount of latency that a player experiences when connected to @aws;
6906
- # Regions.
6905
+ # amount of latency that a player experiences when connected to Amazon
6906
+ # Web Services Regions.
6907
6907
  # @return [Array<Types::PlayerLatency>]
6908
6908
  #
6909
6909
  # @!attribute [rw] start_time
@@ -6982,6 +6982,17 @@ module Aws::GameLift
6982
6982
  # [1]: https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data
6983
6983
  # @return [String]
6984
6984
  #
6985
+ # @!attribute [rw] priority_configuration_override
6986
+ # A prioritized list of locations to use with a game session placement
6987
+ # request and instructions on how to use it. This list overrides a
6988
+ # queue's prioritized location list for a single game session
6989
+ # placement request only. The list can include Amazon Web Services
6990
+ # Regions, local zones, and custom locations (for Anywhere fleets).
6991
+ # The fallback strategy instructs Amazon GameLift to use the override
6992
+ # list for the first placement attempt only or for all placement
6993
+ # attempts.
6994
+ # @return [Types::PriorityConfigurationOverride]
6995
+ #
6985
6996
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement AWS API Documentation
6986
6997
  #
6987
6998
  class GameSessionPlacement < Struct.new(
@@ -7002,7 +7013,8 @@ module Aws::GameLift
7002
7013
  :port,
7003
7014
  :placed_player_sessions,
7004
7015
  :game_session_data,
7005
- :matchmaker_data)
7016
+ :matchmaker_data,
7017
+ :priority_configuration_override)
7006
7018
  SENSITIVE = [:ip_address, :port]
7007
7019
  include Aws::Structure
7008
7020
  end
@@ -9082,9 +9094,10 @@ module Aws::GameLift
9082
9094
  #
9083
9095
  # @!attribute [rw] latency_in_ms
9084
9096
  # A set of values, expressed in milliseconds, that indicates the
9085
- # amount of latency that a player experiences when connected to @aws;
9086
- # Regions. If this property is present, FlexMatch considers placing
9087
- # the match only in Regions for which latency is reported.
9097
+ # amount of latency that a player experiences when connected to Amazon
9098
+ # Web Services Regions. If this property is present, FlexMatch
9099
+ # considers placing the match only in Regions for which latency is
9100
+ # reported.
9088
9101
  #
9089
9102
  # If a matchmaker has a rule that evaluates player latency, players
9090
9103
  # must report latency in order to be matched. If no latency is
@@ -9291,52 +9304,61 @@ module Aws::GameLift
9291
9304
  include Aws::Structure
9292
9305
  end
9293
9306
 
9294
- # Custom prioritization settings for use by a game session queue when
9295
- # placing new game sessions with available game servers. When defined,
9296
- # this configuration replaces the default FleetIQ prioritization
9297
- # process, which is as follows:
9307
+ # Custom prioritization settings for a game session queue to use when
9308
+ # searching for available game servers to place new game sessions. This
9309
+ # configuration replaces the default FleetIQ prioritization process.
9298
9310
  #
9299
- # * If player latency data is included in a game session request,
9300
- # destinations and locations are prioritized first based on lowest
9301
- # average latency (1), then on lowest hosting cost (2), then on
9302
- # destination list order (3), and finally on location (alphabetical)
9303
- # (4). This approach ensures that the queue's top priority is to
9304
- # place game sessions where average player latency is lowest, and--if
9305
- # latency is the same--where the hosting cost is less, etc.
9311
+ # By default, a queue makes placements based on the following default
9312
+ # prioritizations:
9306
9313
  #
9307
- # * If player latency data is not included, destinations and locations
9308
- # are prioritized first on destination list order (1), and then on
9309
- # location (alphabetical) (2). This approach ensures that the queue's
9310
- # top priority is to place game sessions on the first destination
9311
- # fleet listed. If that fleet has multiple locations, the game session
9312
- # is placed on the first location (when listed alphabetically).
9314
+ # * If player latency data is included in a game session request, Amazon
9315
+ # GameLift prioritizes placing game sessions where the average player
9316
+ # latency is lowest. Amazon GameLift re-orders the queue's
9317
+ # destinations and locations (for multi-location fleets) based on the
9318
+ # following priorities: (1) the lowest average latency across all
9319
+ # players, (2) the lowest hosting cost, (3) the queue's default
9320
+ # destination order, and then (4), an alphabetic list of locations.
9313
9321
  #
9314
- # Changing the priority order will affect how game sessions are placed.
9322
+ # * If player latency data is not included, Amazon GameLift prioritizes
9323
+ # placing game sessions in the queue's first destination. If that
9324
+ # fleet has multiple locations, the game session is placed on the
9325
+ # first location (when listed alphabetically). Amazon GameLift
9326
+ # re-orders the queue's destinations and locations (for
9327
+ # multi-location fleets) based on the following priorities: (1) the
9328
+ # queue's default destination order, and then (2) an alphabetic list
9329
+ # of locations.
9315
9330
  #
9316
9331
  # @!attribute [rw] priority_order
9317
- # The recommended sequence to use when prioritizing where to place new
9318
- # game sessions. Each type can only be listed once.
9332
+ # A custom sequence to use when prioritizing where to place new game
9333
+ # sessions. Each priority type is listed once.
9319
9334
  #
9320
- # * `LATENCY` -- FleetIQ prioritizes locations where the average
9321
- # player latency (provided in each game session request) is lowest.
9335
+ # * `LATENCY` -- Amazon GameLift prioritizes locations where the
9336
+ # average player latency is lowest. Player latency data is provided
9337
+ # in each game session placement request.
9322
9338
  #
9323
- # * `COST` -- FleetIQ prioritizes destinations with the lowest current
9324
- # hosting costs. Cost is evaluated based on the location, instance
9325
- # type, and fleet type (Spot or On-Demand) for each destination in
9326
- # the queue.
9339
+ # * `COST` -- Amazon GameLift prioritizes destinations with the lowest
9340
+ # current hosting costs. Cost is evaluated based on the location,
9341
+ # instance type, and fleet type (Spot or On-Demand) of each
9342
+ # destination in the queue.
9327
9343
  #
9328
- # * `DESTINATION` -- FleetIQ prioritizes based on the order that
9329
- # destinations are listed in the queue configuration.
9344
+ # * `DESTINATION` -- Amazon GameLift prioritizes based on the list
9345
+ # order of destinations in the queue configuration.
9330
9346
  #
9331
- # * `LOCATION` -- FleetIQ prioritizes based on the provided order of
9332
- # locations, as defined in `LocationOrder`.
9347
+ # * `LOCATION` -- Amazon GameLift prioritizes based on the provided
9348
+ # order of locations, as defined in `LocationOrder`.
9333
9349
  # @return [Array<String>]
9334
9350
  #
9335
9351
  # @!attribute [rw] location_order
9336
9352
  # The prioritization order to use for fleet locations, when the
9337
- # `PriorityOrder` property includes `LOCATION`. Locations are
9338
- # identified by Amazon Web Services Region codes such as `us-west-2`.
9339
- # Each location can only be listed once.
9353
+ # `PriorityOrder` property includes `LOCATION`. Locations can include
9354
+ # Amazon Web Services Region codes (such as `us-west-2`), local zones,
9355
+ # and custom locations (for Anywhere fleets). Each location must be
9356
+ # listed only once. For details, see [Amazon GameLift service
9357
+ # locations.][1]
9358
+ #
9359
+ #
9360
+ #
9361
+ # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html
9340
9362
  # @return [Array<String>]
9341
9363
  #
9342
9364
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PriorityConfiguration AWS API Documentation
@@ -9348,6 +9370,65 @@ module Aws::GameLift
9348
9370
  include Aws::Structure
9349
9371
  end
9350
9372
 
9373
+ # An alternate list of prioritized locations for use with a game session
9374
+ # queue. When this property is included in a
9375
+ # [StartGameSessionPlacement][1] request, this list overrides the
9376
+ # queue's default location prioritization, as defined in the queue's
9377
+ # [PriorityConfiguration](gamelift/latest/apireference/API_PriorityConfiguration.html)
9378
+ # setting (*LocationOrder*). This property overrides the queue's
9379
+ # default priority list for individual placement requests only. Use this
9380
+ # property only with queues that have a `PriorityConfiguration` setting
9381
+ # that prioritizes first.
9382
+ #
9383
+ # <note markdown="1"> A priority configuration override list does not override a queue's
9384
+ # FilterConfiguration setting, if the queue has one. Filter
9385
+ # configurations are used to limit placements to a subset of the
9386
+ # locations in a queue's destinations. If the override list includes a
9387
+ # location that's not included in the FilterConfiguration allowed list,
9388
+ # Amazon GameLift won't attempt to place a game session there.
9389
+ #
9390
+ # </note>
9391
+ #
9392
+ #
9393
+ #
9394
+ # [1]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html
9395
+ #
9396
+ # @!attribute [rw] placement_fallback_strategy
9397
+ # Instructions for how to use the override list if the first round of
9398
+ # placement attempts fails. The first round is a failure if Amazon
9399
+ # GameLift searches all listed locations, in all of the queue's
9400
+ # destinations, without finding an available hosting resource for a
9401
+ # new game session. Valid strategies include:
9402
+ #
9403
+ # * `DEFAULT_AFTER_SINGLE_PASS` -- After the first round of placement
9404
+ # attempts, discard the override list and use the queue's default
9405
+ # location priority list. Continue to use the queue's default list
9406
+ # until the placement request times out.
9407
+ #
9408
+ # * `NONE` -- Continue to use the override list for all rounds of
9409
+ # placement attempts until the placement request times out.
9410
+ # @return [String]
9411
+ #
9412
+ # @!attribute [rw] location_order
9413
+ # A prioritized list of hosting locations. The list can include Amazon
9414
+ # Web Services Regions (such as `us-west-2`), local zones, and custom
9415
+ # locations (for Anywhere fleets). Each location must be listed only
9416
+ # once. For details, see [Amazon GameLift service locations.][1]
9417
+ #
9418
+ #
9419
+ #
9420
+ # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html
9421
+ # @return [Array<String>]
9422
+ #
9423
+ # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PriorityConfigurationOverride AWS API Documentation
9424
+ #
9425
+ class PriorityConfigurationOverride < Struct.new(
9426
+ :placement_fallback_strategy,
9427
+ :location_order)
9428
+ SENSITIVE = []
9429
+ include Aws::Structure
9430
+ end
9431
+
9351
9432
  # @!attribute [rw] name
9352
9433
  # A descriptive label that is associated with a fleet's scaling
9353
9434
  # policy. Policy names do not need to be unique. A fleet can have only
@@ -10360,10 +10441,10 @@ module Aws::GameLift
10360
10441
  #
10361
10442
  # @!attribute [rw] player_latencies
10362
10443
  # A set of values, expressed in milliseconds, that indicates the
10363
- # amount of latency that a player experiences when connected to @aws;
10364
- # Regions. This information is used to try to place the new game
10365
- # session where it can offer the best possible gameplay experience for
10366
- # the players.
10444
+ # amount of latency that a player experiences when connected to Amazon
10445
+ # Web Services Regions. This information is used to try to place the
10446
+ # new game session where it can offer the best possible gameplay
10447
+ # experience for the players.
10367
10448
  # @return [Array<Types::PlayerLatency>]
10368
10449
  #
10369
10450
  # @!attribute [rw] desired_player_sessions
@@ -10381,6 +10462,16 @@ module Aws::GameLift
10381
10462
  # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
10382
10463
  # @return [String]
10383
10464
  #
10465
+ # @!attribute [rw] priority_configuration_override
10466
+ # A prioritized list of locations to use for the game session
10467
+ # placement and instructions on how to use it. This list overrides a
10468
+ # queue's prioritized location list for this game session placement
10469
+ # request only. You can include Amazon Web Services Regions, local
10470
+ # zones, and custom locations (for Anywhere fleets). Choose a fallback
10471
+ # strategy to instruct Amazon GameLift to use the override list for
10472
+ # the first placement attempt only or for all placement attempts.
10473
+ # @return [Types::PriorityConfigurationOverride]
10474
+ #
10384
10475
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput AWS API Documentation
10385
10476
  #
10386
10477
  class StartGameSessionPlacementInput < Struct.new(
@@ -10391,7 +10482,8 @@ module Aws::GameLift
10391
10482
  :game_session_name,
10392
10483
  :player_latencies,
10393
10484
  :desired_player_sessions,
10394
- :game_session_data)
10485
+ :game_session_data,
10486
+ :priority_configuration_override)
10395
10487
  SENSITIVE = []
10396
10488
  include Aws::Structure
10397
10489
  end
@@ -11097,17 +11189,20 @@ module Aws::GameLift
11097
11189
  # The method to use to terminate the game session. Available methods
11098
11190
  # include:
11099
11191
  #
11100
- # * `TRIGGER_ON_PROCESS_TERMINATE` – Sends an `OnProcessTerminate()`
11101
- # callback to the server process to initiate the normal game session
11102
- # shutdown sequence. At a minimum, the callback method must include
11103
- # a call to the server SDK action `ProcessEnding()`, which is how
11104
- # the server process signals that a game session is ending. If the
11105
- # server process doesn't call `ProcessEnding()`, this termination
11106
- # method won't be successful.
11107
- #
11108
- # * `FORCE_TERMINATE` Takes action to stop the server process, using
11109
- # existing methods to control how server processes run on an Amazon
11110
- # GameLift managed compute.
11192
+ # * `TRIGGER_ON_PROCESS_TERMINATE` – Prompts the Amazon GameLift
11193
+ # service to send an `OnProcessTerminate()` callback to the server
11194
+ # process and initiate the normal game session shutdown sequence.
11195
+ # The `OnProcessTerminate` method, which is implemented in the game
11196
+ # server code, must include a call to the server SDK action
11197
+ # `ProcessEnding()`, which is how the server process signals to
11198
+ # Amazon GameLift that a game session is ending. If the server
11199
+ # process doesn't call `ProcessEnding()`, the game session
11200
+ # termination won't conclude successfully.
11201
+ #
11202
+ # * `FORCE_TERMINATE` – Prompts the Amazon GameLift service to stop
11203
+ # the server process immediately. Amazon GameLift takes action
11204
+ # (depending on the type of fleet) to shut down the server process
11205
+ # without the normal game session shutdown sequence.
11111
11206
  #
11112
11207
  # <note markdown="1"> This method is not available for game sessions that are running on
11113
11208
  # Anywhere fleets unless the fleet is deployed with the Amazon
@@ -54,7 +54,7 @@ module Aws::GameLift
54
54
  autoload :EndpointProvider, 'aws-sdk-gamelift/endpoint_provider'
55
55
  autoload :Endpoints, 'aws-sdk-gamelift/endpoints'
56
56
 
57
- GEM_VERSION = '1.97.0'
57
+ GEM_VERSION = '1.99.0'
58
58
 
59
59
  end
60
60
 
data/sig/client.rbs CHANGED
@@ -39,7 +39,9 @@ module Aws
39
39
  ?logger: untyped,
40
40
  ?max_attempts: Integer,
41
41
  ?profile: String,
42
+ ?request_checksum_calculation: String,
42
43
  ?request_min_compression_size_bytes: Integer,
44
+ ?response_checksum_validation: String,
43
45
  ?retry_backoff: Proc,
44
46
  ?retry_base_delay: Float,
45
47
  ?retry_jitter: (:none | :equal | :full | ^(Integer) -> Integer),
@@ -1529,7 +1531,11 @@ module Aws
1529
1531
  player_data: ::String?
1530
1532
  },
1531
1533
  ],
1532
- ?game_session_data: ::String
1534
+ ?game_session_data: ::String,
1535
+ ?priority_configuration_override: {
1536
+ placement_fallback_strategy: ("DEFAULT_AFTER_SINGLE_PASS" | "NONE")?,
1537
+ location_order: Array[::String]
1538
+ }
1533
1539
  ) -> _StartGameSessionPlacementResponseSuccess
1534
1540
  | (Hash[Symbol, untyped] params, ?Hash[Symbol, untyped] options) -> _StartGameSessionPlacementResponseSuccess
1535
1541
 
data/sig/resource.rbs CHANGED
@@ -39,7 +39,9 @@ module Aws
39
39
  ?logger: untyped,
40
40
  ?max_attempts: Integer,
41
41
  ?profile: String,
42
+ ?request_checksum_calculation: String,
42
43
  ?request_min_compression_size_bytes: Integer,
44
+ ?response_checksum_validation: String,
43
45
  ?retry_backoff: Proc,
44
46
  ?retry_base_delay: Float,
45
47
  ?retry_jitter: (:none | :equal | :full | ^(Integer) -> Integer),
data/sig/types.rbs CHANGED
@@ -1298,6 +1298,7 @@ module Aws::GameLift
1298
1298
  attr_accessor placed_player_sessions: ::Array[Types::PlacedPlayerSession]
1299
1299
  attr_accessor game_session_data: ::String
1300
1300
  attr_accessor matchmaker_data: ::String
1301
+ attr_accessor priority_configuration_override: Types::PriorityConfigurationOverride
1301
1302
  SENSITIVE: [:ip_address, :port]
1302
1303
  end
1303
1304
 
@@ -1773,6 +1774,12 @@ module Aws::GameLift
1773
1774
  SENSITIVE: []
1774
1775
  end
1775
1776
 
1777
+ class PriorityConfigurationOverride
1778
+ attr_accessor placement_fallback_strategy: ("DEFAULT_AFTER_SINGLE_PASS" | "NONE")
1779
+ attr_accessor location_order: ::Array[::String]
1780
+ SENSITIVE: []
1781
+ end
1782
+
1776
1783
  class PutScalingPolicyInput
1777
1784
  attr_accessor name: ::String
1778
1785
  attr_accessor fleet_id: ::String
@@ -1957,6 +1964,7 @@ module Aws::GameLift
1957
1964
  attr_accessor player_latencies: ::Array[Types::PlayerLatency]
1958
1965
  attr_accessor desired_player_sessions: ::Array[Types::DesiredPlayerSession]
1959
1966
  attr_accessor game_session_data: ::String
1967
+ attr_accessor priority_configuration_override: Types::PriorityConfigurationOverride
1960
1968
  SENSITIVE: []
1961
1969
  end
1962
1970
 
metadata CHANGED
@@ -1,14 +1,14 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: aws-sdk-gamelift
3
3
  version: !ruby/object:Gem::Version
4
- version: 1.97.0
4
+ version: 1.99.0
5
5
  platform: ruby
6
6
  authors:
7
7
  - Amazon Web Services
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2025-01-02 00:00:00.000000000 Z
11
+ date: 2025-01-15 00:00:00.000000000 Z
12
12
  dependencies:
13
13
  - !ruby/object:Gem::Dependency
14
14
  name: aws-sdk-core
@@ -19,7 +19,7 @@ dependencies:
19
19
  version: '3'
20
20
  - - ">="
21
21
  - !ruby/object:Gem::Version
22
- version: 3.210.0
22
+ version: 3.216.0
23
23
  type: :runtime
24
24
  prerelease: false
25
25
  version_requirements: !ruby/object:Gem::Requirement
@@ -29,7 +29,7 @@ dependencies:
29
29
  version: '3'
30
30
  - - ">="
31
31
  - !ruby/object:Gem::Version
32
- version: 3.210.0
32
+ version: 3.216.0
33
33
  - !ruby/object:Gem::Dependency
34
34
  name: aws-sigv4
35
35
  requirement: !ruby/object:Gem::Requirement