aws-sdk-gamelift 1.97.0 → 1.99.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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data/CHANGELOG.md CHANGED
@@ -1,6 +1,16 @@
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  Unreleased Changes
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  ------------------
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+ 1.99.0 (2025-01-15)
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+ ------------------
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+
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+ * Feature - Code Generated Changes, see `./build_tools` or `aws-sdk-core`'s CHANGELOG.md for details.
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+
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+ 1.98.0 (2025-01-14)
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+ ------------------
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+
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+ * 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.
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+
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  1.97.0 (2025-01-02)
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  ------------------
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data/VERSION CHANGED
@@ -1 +1 @@
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- 1.97.0
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+ 1.99.0
@@ -257,11 +257,34 @@ module Aws::GameLift
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  # Used when loading credentials from the shared credentials file
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  # at HOME/.aws/credentials. When not specified, 'default' is used.
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  #
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+ # @option options [String] :request_checksum_calculation ("when_supported")
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+ # Determines when a checksum will be calculated for request payloads. Values are:
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+ #
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+ # * `when_supported` - (default) When set, a checksum will be
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+ # calculated for all request payloads of operations modeled with the
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+ # `httpChecksum` trait where `requestChecksumRequired` is `true` and/or a
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+ # `requestAlgorithmMember` is modeled.
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+ # * `when_required` - When set, a checksum will only be calculated for
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+ # request payloads of operations modeled with the `httpChecksum` trait where
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+ # `requestChecksumRequired` is `true` or where a `requestAlgorithmMember`
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+ # is modeled and supplied.
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+ #
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  # @option options [Integer] :request_min_compression_size_bytes (10240)
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  # The minimum size in bytes that triggers compression for request
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  # bodies. The value must be non-negative integer value between 0
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  # and 10485780 bytes inclusive.
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  #
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+ # @option options [String] :response_checksum_validation ("when_supported")
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+ # Determines when checksum validation will be performed on response payloads. Values are:
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+ #
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+ # * `when_supported` - (default) When set, checksum validation is performed on all
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+ # response payloads of operations modeled with the `httpChecksum` trait where
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+ # `responseAlgorithms` is modeled, except when no modeled checksum algorithms
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+ # are supported.
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+ # * `when_required` - When set, checksum validation is not performed on
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+ # response payloads of operations unless the checksum algorithm is supported and
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+ # the `requestValidationModeMember` member is set to `ENABLED`.
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+ #
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  # @option options [Proc] :retry_backoff
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  # A proc or lambda used for backoff. Defaults to 2**retries * retry_base_delay.
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  # This option is only used in the `legacy` retry mode.
@@ -1196,7 +1219,7 @@ module Aws::GameLift
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  # @example Request syntax with placeholder values
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  #
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  # resp = client.create_container_fleet({
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- # fleet_role_arn: "ArnStringModel", # required
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+ # fleet_role_arn: "IamRoleArn", # required
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  # description: "NonZeroAndMaxString",
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  # game_server_container_group_definition_name: "ContainerGroupDefinitionNameOrArn",
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  # per_instance_container_group_definition_name: "ContainerGroupDefinitionNameOrArn",
@@ -5882,9 +5905,9 @@ module Aws::GameLift
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  #
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  # This operation is not designed to be continually called to track game
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  # session status. This practice can cause you to exceed your API limit,
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- # which results in errors. Instead, you must configure configure an
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- # Amazon Simple Notification Service (SNS) topic to receive
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- # notifications from FlexMatch or queues. Continuously polling with
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+ # which results in errors. Instead, you must configure an Amazon Simple
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+ # Notification Service (SNS) topic to receive notifications from
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+ # FlexMatch or queues. Continuously polling with
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  # `DescribeGameSessionPlacement` should only be used for games in
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  # development with low game session usage.
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  #
@@ -5928,6 +5951,9 @@ module Aws::GameLift
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  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
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  # resp.game_session_placement.game_session_data #=> String
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  # resp.game_session_placement.matchmaker_data #=> String
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+ # resp.game_session_placement.priority_configuration_override.placement_fallback_strategy #=> String, one of "DEFAULT_AFTER_SINGLE_PASS", "NONE"
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+ # resp.game_session_placement.priority_configuration_override.location_order #=> Array
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+ # resp.game_session_placement.priority_configuration_override.location_order[0] #=> String
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  #
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  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement AWS API Documentation
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  #
@@ -9175,55 +9201,83 @@ module Aws::GameLift
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  req.send_request(options)
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  end
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- # Places a request for a new game session in a queue. When processing a
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- # placement request, Amazon GameLift searches for available resources on
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- # the queue's destinations, scanning each until it finds resources or
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- # the placement request times out.
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- #
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- # A game session placement request can also request player sessions.
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- # When a new game session is successfully created, Amazon GameLift
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- # creates a player session for each player included in the request.
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+ # Makes a request to start a new game session using a game session
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+ # queue. When processing a placement request in a queue, Amazon GameLift
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+ # finds the best possible available resource to host the game session
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+ # and prompts the resource to start the game session.
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  #
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- # When placing a game session, by default Amazon GameLift tries each
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- # fleet in the order they are listed in the queue configuration.
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- # Ideally, a queue's destinations are listed in preference order.
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- #
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- # Alternatively, when requesting a game session with players, you can
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- # also provide latency data for each player in relevant Regions. Latency
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- # data indicates the performance lag a player experiences when connected
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- # to a fleet in the Region. Amazon GameLift uses latency data to reorder
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- # the list of destinations to place the game session in a Region with
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- # minimal lag. If latency data is provided for multiple players, Amazon
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- # GameLift calculates each Region's average lag for all players and
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- # reorders to get the best game play across all players.
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+ # **Request options**
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  #
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- # To place a new game session request, specify the following:
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+ # Call this API with the following minimum parameters:
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+ # *GameSessionQueueName*, *MaximumPlayerSessionCount*, and
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+ # *PlacementID*. You can also include game session data (data formatted
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+ # as strings) or game properties (data formatted as key-value pairs) to
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+ # pass to the new game session.
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+ #
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+ # * You can change how Amazon GameLift chooses a hosting resource for
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+ # the new game session. Prioritizing resources for game session
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+ # placements is defined when you configure a game session queue. You
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+ # can use the default prioritization process or specify a custom
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+ # process by providing a [ PriorityConfiguration][1] when you create
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+ # or update a queue.
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+ #
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+ # * Prioritize based on resource cost and location, using the queue's
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+ # configured priority settings. Call this API with the minimum
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+ # parameters.
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+ #
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+ # * Prioritize based on latency. Include a set of values for
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+ # *PlayerLatencies*. You can provide latency data with or without
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+ # player session data. This option instructs Amazon GameLift to
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+ # reorder the queue's prioritized locations list based on the
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+ # latency data. If latency data is provided for multiple players,
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+ # Amazon GameLift calculates each location's average latency for
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+ # all players and reorders to find the lowest latency across all
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+ # players. Don't include latency data if you're providing a custom
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+ # list of locations.
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+ #
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+ # * Prioritize based on a custom list of locations. If you're using a
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+ # queue that's configured to prioritize location first (see
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+ # [PriorityConfiguration][1] for game session queues), use the
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+ # *PriorityConfigurationOverride* parameter to substitute a
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+ # different location list for this placement request. When
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+ # prioritizing placements by location, Amazon GameLift searches each
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+ # location in prioritized order to find an available hosting
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+ # resource for the new game session. You can choose whether to use
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+ # the override list for the first placement attempt only or for all
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+ # attempts.
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+ # * You can request new player sessions for a group of players. Include
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+ # the *DesiredPlayerSessions* parameter and include at minimum a
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+ # unique player ID for each. You can also include player-specific data
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+ # to pass to the new game session.
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  #
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- # * The queue name and a set of game session properties and settings
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+ # **Result**
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  #
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- # * A unique ID (such as a UUID) for the placement. You use this ID to
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- # track the status of the placement request
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+ # If successful, this request generates a new game session placement
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+ # request and adds it to the game session queue for Amazon GameLift to
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+ # process in turn. You can track the status of individual placement
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+ # requests by calling [DescribeGameSessionPlacement][2]. A new game
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+ # session is running if the status is `FULFILLED` and the request
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+ # returns the game session connection information (IP address and port).
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+ # If you include player session data, Amazon GameLift creates a player
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+ # session for each player ID in the request.
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  #
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- # * (Optional) A set of player data and a unique player ID for each
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- # player that you are joining to the new game session (player data is
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- # optional, but if you include it, you must also provide a unique ID
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- # for each player)
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+ # The request results in a `BadRequestException` in the following
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+ # situations:
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  #
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- # * Latency data for all players (if you want to optimize game play for
9213
- # the players)
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+ # * If the request includes both *PlayerLatencies* and
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+ # *PriorityConfigurationOverride* parameters.
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  #
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- # If successful, a new game session placement is created.
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+ # * If the request includes the *PriorityConfigurationOverride*
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+ # parameter and designates a queue doesn't prioritize locations.
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  #
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- # To track the status of a placement request, call
9218
- # [DescribeGameSessionPlacement][1] and check the request's status. If
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- # the status is `FULFILLED`, a new game session has been created and a
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- # game session ARN and Region are referenced. If the placement request
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- # times out, you can resubmit the request or retry it with a different
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- # queue.
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+ # Amazon GameLift continues to retry each placement request until it
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+ # reaches the queue's timeout setting. If a request times out, you can
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+ # resubmit the request to the same queue or try a different queue.
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  #
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  #
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  #
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- # [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
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  #
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  # @option params [required, String] :placement_id
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  # A unique identifier to assign to the new game session placement. This
@@ -9248,9 +9302,10 @@ module Aws::GameLift
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  #
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  # @option params [Array<Types::PlayerLatency>] :player_latencies
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  # A set of values, expressed in milliseconds, that indicates the amount
9251
- # of latency that a player experiences when connected to @aws; Regions.
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- # This information is used to try to place the new game session where it
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- # can offer the best possible gameplay experience for the players.
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+ # of latency that a player experiences when connected to Amazon Web
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+ # Services Regions. This information is used to try to place the new
9307
+ # game session where it can offer the best possible gameplay experience
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+ # for the players.
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  #
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  # @option params [Array<Types::DesiredPlayerSession>] :desired_player_sessions
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  # Set of information on each player to create a player session for.
@@ -9265,6 +9320,15 @@ module Aws::GameLift
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  #
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  # [1]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
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  #
9323
+ # @option params [Types::PriorityConfigurationOverride] :priority_configuration_override
9324
+ # A prioritized list of locations to use for the game session placement
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+ # and instructions on how to use it. This list overrides a queue's
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+ # prioritized location list for this game session placement request
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+ # only. You can include Amazon Web Services Regions, local zones, and
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+ # custom locations (for Anywhere fleets). Choose a fallback strategy to
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+ # 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
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  # },
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  # ],
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  # game_session_data: "LargeGameSessionData",
9363
+ # priority_configuration_override: {
9364
+ # placement_fallback_strategy: "DEFAULT_AFTER_SINGLE_PASS", # accepts DEFAULT_AFTER_SINGLE_PASS, NONE
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+ # location_order: ["LocationStringModel"], # required
9366
+ # },
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  # })
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9368
  #
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  # @example Response structure
@@ -9325,6 +9393,9 @@ module Aws::GameLift
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  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
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  # resp.game_session_placement.game_session_data #=> String
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  # resp.game_session_placement.matchmaker_data #=> String
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+ # resp.game_session_placement.priority_configuration_override.placement_fallback_strategy #=> String, one of "DEFAULT_AFTER_SINGLE_PASS", "NONE"
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+ # resp.game_session_placement.priority_configuration_override.location_order #=> Array
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+ # resp.game_session_placement.priority_configuration_override.location_order[0] #=> String
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  #
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  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement AWS API Documentation
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  #
@@ -9714,6 +9785,9 @@ module Aws::GameLift
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  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
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  # resp.game_session_placement.game_session_data #=> String
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  # resp.game_session_placement.matchmaker_data #=> String
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+ # resp.game_session_placement.priority_configuration_override.placement_fallback_strategy #=> String, one of "DEFAULT_AFTER_SINGLE_PASS", "NONE"
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+ # resp.game_session_placement.priority_configuration_override.location_order #=> Array
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+ # resp.game_session_placement.priority_configuration_override.location_order[0] #=> String
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  #
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  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement AWS API Documentation
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  #
@@ -9918,45 +9992,59 @@ module Aws::GameLift
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  req.send_request(options)
9919
9993
  end
9920
9994
 
9921
- # Ends a game session that's currently in progress. You can use this
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- # action to terminate any game session that isn't in `TERMINATED` or
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- # `TERMINATING` status. Terminating a game session is the most efficient
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- # way to free up a server process when it's hosting a game session
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- # that's in a bad state or not ending naturally. You can use this
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- # action to terminate a game session that's being hosted on any type of
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- # Amazon GameLift fleet compute, including computes for managed EC2,
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- # managed container, and Anywhere fleets.
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+ # Ends a game session that's currently in progress. Use this action to
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+ # terminate any game session that isn't in `ERROR` status. Terminating
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+ # a game session is the most efficient way to free up a server process
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+ # when it's hosting a game session that's in a bad state or not ending
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+ # properly. You can use this action to terminate a game session that's
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+ # being hosted on any type of Amazon GameLift fleet compute, including
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+ # computes for managed EC2, managed container, and Anywhere fleets. The
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+ # game server must be integrated with Amazon GameLift server SDK 5.x or
10003
+ # greater.
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  #
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.
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10023
  #
9943
- # **Request options**
10024
+ # **Results**
9944
10025
  #
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- # * 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
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+ # completed, the server process that was hosting the game session has
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+ # been stopped and replaced with a new server process that's ready to
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+ # 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.
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  #
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
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- # changed to `TERMINATED`, with a status reason that indicates the
9959
- # termination method used.
10042
+ #
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+ # [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
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+ # [4]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-unreal-initsdk.html
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+ # [5]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk-go-initsdk.html
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  #
9961
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  # @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