aws-sdk-gamelift 1.1.0 → 1.2.0

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.
checksums.yaml CHANGED
@@ -1,7 +1,7 @@
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@@ -42,6 +42,6 @@ require_relative 'aws-sdk-gamelift/customizations'
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  # @service
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  module Aws::GameLift
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- GEM_VERSION = '1.1.0'
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+ GEM_VERSION = '1.2.0'
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  end
@@ -208,7 +208,7 @@ module Aws::GameLift
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  #
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  # resp = client.accept_match({
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  # ticket_id: "MatchmakingIdStringModel", # required
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- # player_ids: ["PlayerIdStringModel"], # required
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+ # player_ids: ["NonZeroAndMaxString"], # required
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  # acceptance_type: "ACCEPT", # required, accepts ACCEPT, REJECT
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  # })
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  #
@@ -303,25 +303,45 @@ module Aws::GameLift
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  req.send_request(options)
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  end
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- # Creates a new Amazon GameLift build from a set of game server binary
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- # files stored in an Amazon Simple Storage Service (Amazon S3) location.
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- # To use this API call, create a `.zip` file containing all of the files
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- # for the build and store it in an Amazon S3 bucket under your AWS
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- # account. For help on packaging your build files and creating a build,
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- # see [Uploading Your Game to Amazon GameLift][1].
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- #
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- # Use this API action ONLY if you are storing your game build files in
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- # an Amazon S3 bucket. To create a build using files stored locally, use
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- # the CLI command [ `upload-build` ][2], which uploads the build files
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- # from a file location you specify.
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- #
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- # To create a new build using `CreateBuild`, identify the storage
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- # location and operating system of your game build. You also have the
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- # option of specifying a build name and version. If successful, this
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- # action creates a new build record with an unique build ID and in
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- # `INITIALIZED` status. Use the API call DescribeBuild to check the
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- # status of your build. A build must be in `READY` status before it can
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- # be used to create fleets to host your game.
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+ # Creates a new Amazon GameLift build record for your game server binary
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+ # files and points to the location of your game server build files in an
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+ # Amazon Simple Storage Service (Amazon S3) location.
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+ #
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+ # Game server binaries must be combined into a `.zip` file for use with
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+ # Amazon GameLift. See [Uploading Your Game][1] for more information.
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+ #
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+ # To create new builds quickly and easily, use the AWS CLI command <b>
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+ # <a
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+ # href="http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
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+ # </b>. This helper command uploads your build and creates a new build
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+ # record in one step, and automatically handles the necessary
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+ # permissions. See [ Upload Build Files to Amazon GameLift][2] for more
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+ # help.
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+ #
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+ # The `CreateBuild` operation should be used only when you need to
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+ # manually upload your build files, as in the following scenarios:
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+ #
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+ # * Store a build file in an Amazon S3 bucket under your own AWS
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+ # account. To use this option, you must first give Amazon GameLift
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+ # access to that Amazon S3 bucket. See [ Create a Build with Files in
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+ # Amazon S3][3] for detailed help. To create a new build record using
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+ # files in your Amazon S3 bucket, call `CreateBuild` and specify a
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+ # build name, operating system, and the storage location of your game
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+ # build.
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+ #
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+ # * Upload a build file directly to Amazon GameLift's Amazon S3
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+ # account. To use this option, you first call `CreateBuild` with a
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+ # build name and operating system. This action creates a new build
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+ # record and returns an Amazon S3 storage location (bucket and key
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+ # only) and temporary access credentials. Use the credentials to
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+ # manually upload your build file to the storage location (see the
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+ # Amazon S3 topic [Uploading Objects][4]). You can upload files to a
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+ # location only once.
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+ #
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+ # If successful, this operation creates a new build record with a unique
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+ # build ID and places it in `INITIALIZED` status. You can use
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+ # DescribeBuild to check the status of your build. A build must be in
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+ # `READY` status before it can be used to create fleets.
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  #
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  # Build-related operations include:
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  #
@@ -338,7 +358,9 @@ module Aws::GameLift
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  #
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  #
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  # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html
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- # [2]: http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html
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+ # [2]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html
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+ # [3]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build
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+ # [4]: http://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html
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  #
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  # @option params [String] :name
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  # Descriptive label that is associated with a build. Build names do not
@@ -349,22 +371,21 @@ module Aws::GameLift
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  # need to be unique. You can use UpdateBuild to change this value later.
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  #
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  # @option params [Types::S3Location] :storage_location
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- # Amazon S3 location of the game build files to be uploaded. The S3
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- # bucket must be owned by the same AWS account that you're using to
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- # manage Amazon GameLift. It also must in the same region that you want
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- # to create a new build in. Before calling `CreateBuild` with this
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- # location, you must allow Amazon GameLift to access your Amazon S3
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- # bucket (see [Create a Build with Files in Amazon S3][1]).
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- #
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- #
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- #
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- # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build
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+ # Information indicating where your game build files are stored. Use
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+ # this parameter only when creating a build with files stored in an
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+ # Amazon S3 bucket that you own. The storage location must specify an
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+ # Amazon S3 bucket name and key, as well as a role ARN that you set up
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+ # to allow Amazon GameLift to access your Amazon S3 bucket. The S3
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+ # bucket must be in the same region that you want to create a new build
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+ # in.
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  #
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  # @option params [String] :operating_system
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  # Operating system that the game server binaries are built to run on.
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  # This value determines the type of fleet resources that you can use for
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  # this build. If your game build contains multiple executables, they all
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- # must run on the same operating system.
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+ # must run on the same operating system. If an operating system is not
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+ # specified when creating a build, Amazon GameLift uses the default
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+ # value (WINDOWS\_2012). This value cannot be changed later.
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  #
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  # @return [Types::CreateBuildOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
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  #
@@ -600,10 +621,11 @@ module Aws::GameLift
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  # can create over a span of time for this fleet.
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  #
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  # @option params [Array<String>] :metric_groups
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- # Names of metric groups to add this fleet to. Use an existing metric
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- # group name to add this fleet to the group. Or use a new name to create
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- # a new metric group. A fleet can only be included in one metric group
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- # at a time.
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+ # Name of a metric group to add this fleet to. A metric group tracks
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+ # metrics across all fleets in the group. Use an existing metric group
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+ # name to add this fleet to the group, or use a new name to create a new
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+ # metric group. A fleet can only be included in one metric group at a
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+ # time.
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  #
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  # @option params [String] :peer_vpc_aws_account_id
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  # Unique identifier for the AWS account with the VPC that you want to
@@ -764,10 +786,10 @@ module Aws::GameLift
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  # names do not need to be unique.
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  #
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  # @option params [Array<Types::GameProperty>] :game_properties
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- # Set of developer-defined properties for a game session, formatted as a
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- # set of type:value pairs. These properties are included in the
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- # GameSession object, which is passed to the game server with a request
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- # to start a new game session (see [Start a Game Session][1]).
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+ # Set of custom properties for a game session, formatted as key:value
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+ # pairs. These properties are passed to a game server process in the
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+ # GameSession object with a request to start a new game session (see
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+ # [Start a Game Session][1]).
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  #
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  #
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  #
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  # this time period and then deleted.
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  #
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  # @option params [String] :game_session_data
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- # Set of developer-defined game session properties, formatted as a
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- # single string value. This data is included in the GameSession object,
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- # which is passed to the game server with a request to start a new game
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- # session (see [Start a Game Session][1]).
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+ # Set of custom game session properties, formatted as a single string
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+ # value. This data is passed to a game server process in the GameSession
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+ # object with a request to start a new game session (see [Start a Game
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+ # Session][1]).
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  #
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  #
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  #
@@ -849,6 +871,7 @@ module Aws::GameLift
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  # resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
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  # resp.game_session.creator_id #=> String
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  # resp.game_session.game_session_data #=> String
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+ # resp.game_session.matchmaker_data #=> String
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  #
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  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession AWS API Documentation
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  #
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  # configuration.
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  #
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  # @option params [Array<Types::GameProperty>] :game_properties
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- # Set of developer-defined properties for a game session, formatted as a
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- # set of type:value pairs. These properties are included in the
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- # GameSession object, which is passed to the game server with a request
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- # to start a new game session (see [Start a Game Session][1]). This
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- # information is added to the new GameSession object that is created for
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- # a successful match.
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+ # Set of custom properties for a game session, formatted as key:value
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+ # pairs. These properties are passed to a game server process in the
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+ # GameSession object with a request to start a new game session (see
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+ # [Start a Game Session][1]). This information is added to the new
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+ # GameSession object that is created for a successful match.
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  #
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  #
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  #
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  # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
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  #
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  # @option params [String] :game_session_data
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- # Set of developer-defined game session properties, formatted as a
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- # single string value. This data is included in the GameSession object,
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- # which is passed to the game server with a request to start a new game
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- # session (see [Start a Game Session][1]). This information is added to
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- # the new GameSession object that is created for a successful match.
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+ # Set of custom game session properties, formatted as a single string
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+ # value. This data is passed to a game server process in the GameSession
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+ # object with a request to start a new game session (see [Start a Game
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+ # Session][1]). This information is added to the new GameSession object
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+ # that is created for a successful match.
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  #
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  #
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  #
@@ -2012,7 +2034,7 @@ module Aws::GameLift
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  req.send_request(options)
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  end
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- # Retrieves properties for a build. To get a build record, specify a
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+ # Retrieves properties for a build. To request a build record, specify a
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  # build ID. If successful, an object containing the build properties is
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  # returned.
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  #
@@ -2781,6 +2803,7 @@ module Aws::GameLift
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  # resp.game_session_details[0].game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
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  # resp.game_session_details[0].game_session.creator_id #=> String
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  # resp.game_session_details[0].game_session.game_session_data #=> String
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+ # resp.game_session_details[0].game_session.matchmaker_data #=> String
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  # resp.game_session_details[0].protection_policy #=> String, one of "NoProtection", "FullProtection"
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  # resp.next_token #=> String
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  #
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  # resp.game_session_placement.placed_player_sessions[0].player_id #=> String
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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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  #
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  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement AWS API Documentation
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  #
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  # resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
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  # resp.game_sessions[0].creator_id #=> String
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  # resp.game_sessions[0].game_session_data #=> String
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+ # resp.game_sessions[0].matchmaker_data #=> String
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  # resp.next_token #=> String
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  #
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  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions AWS API Documentation
@@ -3099,20 +3124,19 @@ module Aws::GameLift
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  req.send_request(options)
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  end
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- # Retrieves a set of one or more matchmaking tickets. Use this operation
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- # to retrieve ticket information, including status and--once a
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- # successful match is made--acquire connection information for the
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- # resulting new game session.
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+ # Retrieves one or more matchmaking tickets. Use this operation to
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+ # retrieve ticket information, including status and--once a successful
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+ # match is made--acquire connection information for the resulting new
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+ # game session.
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  #
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  # You can use this operation to track the progress of matchmaking
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  # requests (through polling) as an alternative to using event
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  # notifications. See more details on tracking matchmaking requests
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  # through polling or notifications in StartMatchmaking.
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  #
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- # You can request data for a one or a list of ticket IDs. If the request
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- # is successful, a ticket object is returned for each requested ID. When
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- # specifying a list of ticket IDs, objects are returned only for tickets
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- # that currently exist.
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+ # To request matchmaking tickets, provide a list of up to 10 ticket IDs.
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+ # If the request is successful, a ticket object is returned for each
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+ # requested ID that currently exists.
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  #
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  # Matchmaking-related operations include:
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  #
@@ -3125,8 +3149,8 @@ module Aws::GameLift
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  # * AcceptMatch
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  #
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  # @option params [required, Array<String>] :ticket_ids
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- # Unique identifier for a matchmaking ticket. To request all existing
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- # tickets, leave this parameter empty.
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+ # Unique identifier for a matchmaking ticket. You can include up to 10
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+ # ID values.
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  #
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  # @return [Types::DescribeMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
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  #
@@ -4286,10 +4310,14 @@ module Aws::GameLift
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  req.send_request(options)
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  end
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- # <i>This API call is not currently in use. </i> Retrieves a fresh set
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- # of upload credentials and the assigned Amazon S3 storage location for
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- # a specific build. Valid credentials are required to upload your game
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- # build files to Amazon S3.
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+ # Retrieves a fresh set of credentials for use when uploading a new set
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+ # of game build files to Amazon GameLift's Amazon S3. This is done as
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+ # part of the build creation process; see CreateBuild.
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+ #
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+ # To request new credentials, specify the build ID as returned with an
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+ # initial `CreateBuild` request. If successful, a new set of credentials
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+ # are returned, along with the S3 storage location associated with the
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+ # build ID.
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  #
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  # @option params [required, String] :build_id
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  # Unique identifier for a build to get credentials for.
@@ -4366,15 +4394,9 @@ module Aws::GameLift
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  req.send_request(options)
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  end
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4369
- # Retrieves a set of game sessions that match a set of search criteria
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- # and sorts them in a specified order. A game session search is limited
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- # to a single fleet. Search results include only game sessions that are
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- # in `ACTIVE` status. If you need to retrieve game sessions with a
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- # status other than active, use DescribeGameSessions. If you need to
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- # retrieve the protection policy for each game session, use
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- # DescribeGameSessionDetails.
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- #
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- # You can search or sort by the following game session attributes:
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+ # Retrieves all active game sessions that match a set of search criteria
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+ # and sorts them in a specified order. You can search or sort by the
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+ # following game session attributes:
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  #
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  # * **gameSessionId** -- Unique identifier for the game session. You can
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  # use either a `GameSessionId` or `GameSessionArn` value.
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  # updating with UpdateGameSession. Game session names do not need to
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  # be unique to a game session.
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  #
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+ # * **gameSessionProperties** -- Custom data defined in a game
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+ # session's `GameProperty` parameter. `GameProperty` values are
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+ # stored as key:value pairs; the filter expression must indicate the
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+ # key and a string to search the data values for. For example, to
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+ # search for game sessions with custom data containing the key:value
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+ # pair "gameMode:brawl", specify the following:
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+ # gameSessionProperties.gameMode = "brawl". All custom data values
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+ # are searched as strings.
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+ #
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+ # * **maximumSessions** -- Maximum number of player sessions allowed for
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+ # a game session. This value is set when requesting a new game session
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+ # with CreateGameSession or updating with UpdateGameSession.
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+ #
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  # * **creationTimeMillis** -- Value indicating when a game session was
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  # created. It is expressed in Unix time as milliseconds.
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  #
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  # game session. This value changes rapidly as players join the session
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  # or drop out.
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  #
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- # * **maximumSessions** -- Maximum number of player sessions allowed for
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- # a game session. This value is set when requesting a new game session
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- # with CreateGameSession or updating with UpdateGameSession.
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- #
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  # * **hasAvailablePlayerSessions** -- Boolean value indicating whether a
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- # game session has reached its maximum number of players. When
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- # searching with this attribute, the search value must be `true` or
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- # `false`. It is highly recommended that all search requests include
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- # this filter attribute to optimize search performance and return only
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- # sessions that players can join.
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- #
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- # To search or sort, specify either a fleet ID or an alias ID, and
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- # provide a search filter expression, a sort expression, or both. Use
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- # the pagination parameters to retrieve results as a set of sequential
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- # pages. If successful, a collection of GameSession objects matching the
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- # request is returned.
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+ # game session has reached its maximum number of players. It is highly
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+ # recommended that all search requests include this filter attribute
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+ # to optimize search performance and return only sessions that players
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+ # can join.
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  #
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  # <note markdown="1"> Returned values for `playerSessionCount` and
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  # `hasAvailablePlayerSessions` change quickly as players join sessions
@@ -4416,6 +4440,18 @@ module Aws::GameLift
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  #
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  # </note>
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  #
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+ # To search or sort, specify either a fleet ID or an alias ID, and
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+ # provide a search filter expression, a sort expression, or both. If
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+ # successful, a collection of GameSession objects matching the request
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+ # is returned. Use the pagination parameters to retrieve results as a
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+ # set of sequential pages.
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+ #
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+ # You can search for game sessions one fleet at a time only. To find
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+ # game sessions across multiple fleets, you must search each fleet
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+ # separately and combine the results. This search feature finds only
4452
+ # game sessions that are in `ACTIVE` status. To locate games in statuses
4453
+ # other than active, use DescribeGameSessionDetails.
4454
+ #
4419
4455
  # Game-session-related operations include:
4420
4456
  #
4421
4457
  # * CreateGameSession
@@ -4456,20 +4492,21 @@ module Aws::GameLift
4456
4492
  # condition consists of the following:
4457
4493
  #
4458
4494
  # * **Operand** -- Name of a game session attribute. Valid values are
4459
- # `gameSessionName`, `gameSessionId`, `creationTimeMillis`,
4460
- # `playerSessionCount`, `maximumSessions`,
4495
+ # `gameSessionName`, `gameSessionId`, `gameSessionProperties`,
4496
+ # `maximumSessions`, `creationTimeMillis`, `playerSessionCount`,
4461
4497
  # `hasAvailablePlayerSessions`.
4462
4498
  #
4463
4499
  # * **Comparator** -- Valid comparators are: `=`, `<>`, `<`, `>`, `<=`,
4464
4500
  # `>=`.
4465
4501
  #
4466
- # * **Value** -- Value to be searched for. Values can be numbers,
4467
- # boolean values (true/false) or strings. String values are case
4468
- # sensitive, enclosed in single quotes. Special characters must be
4469
- # escaped. Boolean and string values can only be used with the
4470
- # comparators `=` and `<>`. For example, the following filter
4471
- # expression searches on `gameSessionName`\: "`FilterExpression":
4472
- # "gameSessionName = 'Matt\'s Awesome Game 1'"`.
4502
+ # * **Value** -- Value to be searched for. Values may be numbers,
4503
+ # boolean values (true/false) or strings depending on the operand.
4504
+ # String values are case sensitive and must be enclosed in single
4505
+ # quotes. Special characters must be escaped. Boolean and string
4506
+ # values can only be used with the comparators `=` and `<>`. For
4507
+ # example, the following filter expression searches on
4508
+ # `gameSessionName`\: "`FilterExpression": "gameSessionName =
4509
+ # 'Matt\'s Awesome Game 1'"`.
4473
4510
  #
4474
4511
  # To chain multiple conditions in a single expression, use the logical
4475
4512
  # keywords `AND`, `OR`, and `NOT` and parentheses as needed. For
@@ -4498,8 +4535,8 @@ module Aws::GameLift
4498
4535
  # expression consists of the following elements:
4499
4536
  #
4500
4537
  # * **Operand** -- Name of a game session attribute. Valid values are
4501
- # `gameSessionName`, `gameSessionId`, `creationTimeMillis`,
4502
- # `playerSessionCount`, `maximumSessions`,
4538
+ # `gameSessionName`, `gameSessionId`, `gameSessionProperties`,
4539
+ # `maximumSessions`, `creationTimeMillis`, `playerSessionCount`,
4503
4540
  # `hasAvailablePlayerSessions`.
4504
4541
  #
4505
4542
  # * **Order** -- Valid sort orders are `ASC` (ascending) and `DESC`
@@ -4555,6 +4592,7 @@ module Aws::GameLift
4555
4592
  # resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
4556
4593
  # resp.game_sessions[0].creator_id #=> String
4557
4594
  # resp.game_sessions[0].game_session_data #=> String
4595
+ # resp.game_sessions[0].matchmaker_data #=> String
4558
4596
  # resp.next_token #=> String
4559
4597
  #
4560
4598
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions AWS API Documentation
@@ -4642,10 +4680,10 @@ module Aws::GameLift
4642
4680
  # Name of the queue to use to place the new game session.
4643
4681
  #
4644
4682
  # @option params [Array<Types::GameProperty>] :game_properties
4645
- # Set of developer-defined properties for a game session, formatted as a
4646
- # set of type:value pairs. These properties are included in the
4647
- # GameSession object, which is passed to the game server with a request
4648
- # to start a new game session (see [Start a Game Session][1]).
4683
+ # Set of custom properties for a game session, formatted as key:value
4684
+ # pairs. These properties are passed to a game server process in the
4685
+ # GameSession object with a request to start a new game session (see
4686
+ # [Start a Game Session][1]).
4649
4687
  #
4650
4688
  #
4651
4689
  #
@@ -4669,10 +4707,10 @@ module Aws::GameLift
4669
4707
  # Set of information on each player to create a player session for.
4670
4708
  #
4671
4709
  # @option params [String] :game_session_data
4672
- # Set of developer-defined game session properties, formatted as a
4673
- # single string value. This data is included in the GameSession object,
4674
- # which is passed to the game server with a request to start a new game
4675
- # session (see [Start a Game Session][1]).
4710
+ # Set of custom game session properties, formatted as a single string
4711
+ # value. This data is passed to a game server process in the GameSession
4712
+ # object with a request to start a new game session (see [Start a Game
4713
+ # Session][1]).
4676
4714
  #
4677
4715
  #
4678
4716
  #
@@ -4736,6 +4774,7 @@ module Aws::GameLift
4736
4774
  # resp.game_session_placement.placed_player_sessions[0].player_id #=> String
4737
4775
  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
4738
4776
  # resp.game_session_placement.game_session_data #=> String
4777
+ # resp.game_session_placement.matchmaker_data #=> String
4739
4778
  #
4740
4779
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement AWS API Documentation
4741
4780
  #
@@ -4746,6 +4785,149 @@ module Aws::GameLift
4746
4785
  req.send_request(options)
4747
4786
  end
4748
4787
 
4788
+ # Finds new players to fill open slots in an existing game session. This
4789
+ # operation can be used to add players to matched games that start with
4790
+ # fewer than the maximum number of players or to replace players when
4791
+ # they drop out. By backfilling with the same matchmaker used to create
4792
+ # the original match, you ensure that new players meet the match
4793
+ # criteria and maintain a consistent experience throughout the game
4794
+ # session. You can backfill a match anytime after a game session has
4795
+ # been created.
4796
+ #
4797
+ # To request a match backfill, specify a unique ticket ID, the existing
4798
+ # game session's ARN, a matchmaking configuration, and a set of data
4799
+ # that describes all current players in the game session. If successful,
4800
+ # a match backfill ticket is created and returned with status set to
4801
+ # QUEUED. The ticket is placed in the matchmaker's ticket pool and
4802
+ # processed. Track the status of the ticket to respond as needed. For
4803
+ # more detail how to set up backfilling, see [ Set up Match
4804
+ # Backfilling][1].
4805
+ #
4806
+ # The process of finding backfill matches is essentially identical to
4807
+ # the initial matchmaking process. The matchmaker searches the pool and
4808
+ # groups tickets together to form potential matches, allowing only one
4809
+ # backfill ticket per potential match. Once the a match is formed, the
4810
+ # matchmaker creates player sessions for the new players. All tickets in
4811
+ # the match are updated with the game session's connection information,
4812
+ # and the GameSession object is updated to include matchmaker data on
4813
+ # the new players. For more detail on how match backfill requests are
4814
+ # processed, see [ How Amazon GameLift FlexMatch Works][2].
4815
+ #
4816
+ # Matchmaking-related operations include:
4817
+ #
4818
+ # * StartMatchmaking
4819
+ #
4820
+ # * DescribeMatchmaking
4821
+ #
4822
+ # * StopMatchmaking
4823
+ #
4824
+ # * AcceptMatch
4825
+ #
4826
+ #
4827
+ #
4828
+ # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html
4829
+ # [2]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html
4830
+ #
4831
+ # @option params [String] :ticket_id
4832
+ # Unique identifier for a matchmaking ticket. If no ticket ID is
4833
+ # specified here, Amazon GameLift will generate one in the form of a
4834
+ # UUID. Use this identifier to track the match backfill ticket status
4835
+ # and retrieve match results.
4836
+ #
4837
+ # @option params [required, String] :configuration_name
4838
+ # Name of the matchmaker to use for this request. The name of the
4839
+ # matchmaker that was used with the original game session is listed in
4840
+ # the GameSession object, `MatchmakerData` property. This property
4841
+ # contains a matchmaking configuration ARN value, which includes the
4842
+ # matchmaker name. (In the ARN value
4843
+ # "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4",
4844
+ # the matchmaking configuration name is "MM-4v4".) Use only the name
4845
+ # for this parameter.
4846
+ #
4847
+ # @option params [required, String] :game_session_arn
4848
+ # Amazon Resource Name ([ARN][1]) that is assigned to a game session and
4849
+ # uniquely identifies it.
4850
+ #
4851
+ #
4852
+ #
4853
+ # [1]: http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html
4854
+ #
4855
+ # @option params [required, Array<Types::Player>] :players
4856
+ # Match information on all players that are currently assigned to the
4857
+ # game session. This information is used by the matchmaker to find new
4858
+ # players and add them to the existing game.
4859
+ #
4860
+ # * PlayerID, PlayerAttributes, Team -- This information is maintained
4861
+ # in the GameSession object, `MatchmakerData` property, for all
4862
+ # players who are currently assigned to the game session. The
4863
+ # matchmaker data is in JSON syntax, formatted as a string. For more
4864
+ # details, see [ Match Data][1].
4865
+ #
4866
+ # * LatencyInMs -- If the matchmaker uses player latency, include a
4867
+ # latency value, in milliseconds, for the region that the game session
4868
+ # is currently in. Do not include latency values for any other region.
4869
+ #
4870
+ #
4871
+ #
4872
+ # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data
4873
+ #
4874
+ # @return [Types::StartMatchBackfillOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
4875
+ #
4876
+ # * {Types::StartMatchBackfillOutput#matchmaking_ticket #matchmaking_ticket} => Types::MatchmakingTicket
4877
+ #
4878
+ # @example Request syntax with placeholder values
4879
+ #
4880
+ # resp = client.start_match_backfill({
4881
+ # ticket_id: "MatchmakingIdStringModel",
4882
+ # configuration_name: "MatchmakingIdStringModel", # required
4883
+ # game_session_arn: "ArnStringModel", # required
4884
+ # players: [ # required
4885
+ # {
4886
+ # player_id: "NonZeroAndMaxString",
4887
+ # player_attributes: {
4888
+ # "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
4889
+ # },
4890
+ # team: "NonZeroAndMaxString",
4891
+ # latency_in_ms: {
4892
+ # "NonEmptyString" => 1,
4893
+ # },
4894
+ # },
4895
+ # ],
4896
+ # })
4897
+ #
4898
+ # @example Response structure
4899
+ #
4900
+ # resp.matchmaking_ticket.ticket_id #=> String
4901
+ # resp.matchmaking_ticket.configuration_name #=> String
4902
+ # resp.matchmaking_ticket.status #=> String, one of "CANCELLED", "COMPLETED", "FAILED", "PLACING", "QUEUED", "REQUIRES_ACCEPTANCE", "SEARCHING", "TIMED_OUT"
4903
+ # resp.matchmaking_ticket.status_reason #=> String
4904
+ # resp.matchmaking_ticket.status_message #=> String
4905
+ # resp.matchmaking_ticket.start_time #=> Time
4906
+ # resp.matchmaking_ticket.end_time #=> Time
4907
+ # resp.matchmaking_ticket.players #=> Array
4908
+ # resp.matchmaking_ticket.players[0].player_id #=> String
4909
+ # resp.matchmaking_ticket.players[0].player_attributes #=> Hash
4910
+ # resp.matchmaking_ticket.players[0].player_attributes["NonZeroAndMaxString"] #=> <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
4911
+ # resp.matchmaking_ticket.players[0].team #=> String
4912
+ # resp.matchmaking_ticket.players[0].latency_in_ms #=> Hash
4913
+ # resp.matchmaking_ticket.players[0].latency_in_ms["NonEmptyString"] #=> Integer
4914
+ # resp.matchmaking_ticket.game_session_connection_info.game_session_arn #=> String
4915
+ # resp.matchmaking_ticket.game_session_connection_info.ip_address #=> String
4916
+ # resp.matchmaking_ticket.game_session_connection_info.port #=> Integer
4917
+ # resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions #=> Array
4918
+ # resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_id #=> String
4919
+ # resp.matchmaking_ticket.game_session_connection_info.matched_player_sessions[0].player_session_id #=> String
4920
+ # resp.matchmaking_ticket.estimated_wait_time #=> Integer
4921
+ #
4922
+ # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill AWS API Documentation
4923
+ #
4924
+ # @overload start_match_backfill(params = {})
4925
+ # @param [Hash] params ({})
4926
+ def start_match_backfill(params = {}, options = {})
4927
+ req = build_request(:start_match_backfill, params)
4928
+ req.send_request(options)
4929
+ end
4930
+
4749
4931
  # Uses FlexMatch to create a game match for a group of players based on
4750
4932
  # custom matchmaking rules, and starts a new game for the matched
4751
4933
  # players. Each matchmaking request specifies the type of match to build
@@ -4830,8 +5012,10 @@ module Aws::GameLift
4830
5012
  # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html
4831
5013
  #
4832
5014
  # @option params [String] :ticket_id
4833
- # Unique identifier for a matchmaking ticket. Use this identifier to
4834
- # track the matchmaking ticket status and retrieve match results.
5015
+ # Unique identifier for a matchmaking ticket. If no ticket ID is
5016
+ # specified here, Amazon GameLift will generate one in the form of a
5017
+ # UUID. Use this identifier to track the matchmaking ticket status and
5018
+ # retrieve match results.
4835
5019
  #
4836
5020
  # @option params [required, String] :configuration_name
4837
5021
  # Name of the matchmaking configuration to use for this request.
@@ -4856,7 +5040,7 @@ module Aws::GameLift
4856
5040
  # configuration_name: "MatchmakingIdStringModel", # required
4857
5041
  # players: [ # required
4858
5042
  # {
4859
- # player_id: "PlayerIdStringModel",
5043
+ # player_id: "NonZeroAndMaxString",
4860
5044
  # player_attributes: {
4861
5045
  # "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
4862
5046
  # },
@@ -4965,6 +5149,7 @@ module Aws::GameLift
4965
5149
  # resp.game_session_placement.placed_player_sessions[0].player_id #=> String
4966
5150
  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
4967
5151
  # resp.game_session_placement.game_session_data #=> String
5152
+ # resp.game_session_placement.matchmaker_data #=> String
4968
5153
  #
4969
5154
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement AWS API Documentation
4970
5155
  #
@@ -5545,6 +5730,7 @@ module Aws::GameLift
5545
5730
  # resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
5546
5731
  # resp.game_session.creator_id #=> String
5547
5732
  # resp.game_session.game_session_data #=> String
5733
+ # resp.game_session.matchmaker_data #=> String
5548
5734
  #
5549
5735
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession AWS API Documentation
5550
5736
  #
@@ -5717,23 +5903,22 @@ module Aws::GameLift
5717
5903
  # configuration.
5718
5904
  #
5719
5905
  # @option params [Array<Types::GameProperty>] :game_properties
5720
- # Set of developer-defined properties for a game session, formatted as a
5721
- # set of type:value pairs. These properties are included in the
5722
- # GameSession object, which is passed to the game server with a request
5723
- # to start a new game session (see [Start a Game Session][1]). This
5724
- # information is added to the new GameSession object that is created for
5725
- # a successful match.
5906
+ # Set of custom properties for a game session, formatted as key:value
5907
+ # pairs. These properties are passed to a game server process in the
5908
+ # GameSession object with a request to start a new game session (see
5909
+ # [Start a Game Session][1]). This information is added to the new
5910
+ # GameSession object that is created for a successful match.
5726
5911
  #
5727
5912
  #
5728
5913
  #
5729
5914
  # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
5730
5915
  #
5731
5916
  # @option params [String] :game_session_data
5732
- # Set of developer-defined game session properties, formatted as a
5733
- # single string value. This data is included in the GameSession object,
5734
- # which is passed to the game server with a request to start a new game
5735
- # session (see [Start a Game Session][1]). This information is added to
5736
- # the new GameSession object that is created for a successful match.
5917
+ # Set of custom game session properties, formatted as a single string
5918
+ # value. This data is passed to a game server process in the GameSession
5919
+ # object with a request to start a new game session (see [Start a Game
5920
+ # Session][1]). This information is added to the new GameSession object
5921
+ # that is created for a successful match.
5737
5922
  #
5738
5923
  #
5739
5924
  #
@@ -5969,7 +6154,7 @@ module Aws::GameLift
5969
6154
  params: params,
5970
6155
  config: config)
5971
6156
  context[:gem_name] = 'aws-sdk-gamelift'
5972
- context[:gem_version] = '1.1.0'
6157
+ context[:gem_version] = '1.2.0'
5973
6158
  Seahorse::Client::Request.new(handlers, context)
5974
6159
  end
5975
6160