aws-sdk-gamelift 1.1.0 → 1.2.0

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checksums.yaml CHANGED
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@@ -42,6 +42,6 @@ require_relative 'aws-sdk-gamelift/customizations'
42
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  # @service
43
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  module Aws::GameLift
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44
 
45
- GEM_VERSION = '1.1.0'
45
+ GEM_VERSION = '1.2.0'
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47
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  end
@@ -208,7 +208,7 @@ module Aws::GameLift
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  #
209
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  # resp = client.accept_match({
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  # ticket_id: "MatchmakingIdStringModel", # required
211
- # player_ids: ["PlayerIdStringModel"], # required
211
+ # player_ids: ["NonZeroAndMaxString"], # required
212
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  # acceptance_type: "ACCEPT", # required, accepts ACCEPT, REJECT
213
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  # })
214
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  #
@@ -303,25 +303,45 @@ module Aws::GameLift
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  req.send_request(options)
304
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  end
305
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306
- # Creates a new Amazon GameLift build from a set of game server binary
307
- # files stored in an Amazon Simple Storage Service (Amazon S3) location.
308
- # To use this API call, create a `.zip` file containing all of the files
309
- # for the build and store it in an Amazon S3 bucket under your AWS
310
- # account. For help on packaging your build files and creating a build,
311
- # see [Uploading Your Game to Amazon GameLift][1].
312
- #
313
- # Use this API action ONLY if you are storing your game build files in
314
- # an Amazon S3 bucket. To create a build using files stored locally, use
315
- # the CLI command [ `upload-build` ][2], which uploads the build files
316
- # from a file location you specify.
317
- #
318
- # To create a new build using `CreateBuild`, identify the storage
319
- # location and operating system of your game build. You also have the
320
- # option of specifying a build name and version. If successful, this
321
- # action creates a new build record with an unique build ID and in
322
- # `INITIALIZED` status. Use the API call DescribeBuild to check the
323
- # status of your build. A build must be in `READY` status before it can
324
- # be used to create fleets to host your game.
306
+ # Creates a new Amazon GameLift build record for your game server binary
307
+ # files and points to the location of your game server build files in an
308
+ # Amazon Simple Storage Service (Amazon S3) location.
309
+ #
310
+ # Game server binaries must be combined into a `.zip` file for use with
311
+ # Amazon GameLift. See [Uploading Your Game][1] for more information.
312
+ #
313
+ # To create new builds quickly and easily, use the AWS CLI command <b>
314
+ # <a
315
+ # href="http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
316
+ # </b>. This helper command uploads your build and creates a new build
317
+ # record in one step, and automatically handles the necessary
318
+ # permissions. See [ Upload Build Files to Amazon GameLift][2] for more
319
+ # help.
320
+ #
321
+ # The `CreateBuild` operation should be used only when you need to
322
+ # manually upload your build files, as in the following scenarios:
323
+ #
324
+ # * Store a build file in an Amazon S3 bucket under your own AWS
325
+ # account. To use this option, you must first give Amazon GameLift
326
+ # access to that Amazon S3 bucket. See [ Create a Build with Files in
327
+ # Amazon S3][3] for detailed help. To create a new build record using
328
+ # files in your Amazon S3 bucket, call `CreateBuild` and specify a
329
+ # build name, operating system, and the storage location of your game
330
+ # build.
331
+ #
332
+ # * Upload a build file directly to Amazon GameLift's Amazon S3
333
+ # 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
335
+ # record and returns an Amazon S3 storage location (bucket and key
336
+ # only) and temporary access credentials. Use the credentials to
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+ # manually upload your build file to the storage location (see the
338
+ # Amazon S3 topic [Uploading Objects][4]). You can upload files to a
339
+ # location only once.
340
+ #
341
+ # If successful, this operation creates a new build record with a unique
342
+ # build ID and places it in `INITIALIZED` status. You can use
343
+ # DescribeBuild to check the status of your build. A build must be in
344
+ # `READY` status before it can be used to create fleets.
325
345
  #
326
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  # Build-related operations include:
327
347
  #
@@ -338,7 +358,9 @@ module Aws::GameLift
338
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  #
339
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  #
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  # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html
341
- # [2]: http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html
361
+ # [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
363
+ # [4]: http://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html
342
364
  #
343
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  # @option params [String] :name
344
366
  # Descriptive label that is associated with a build. Build names do not
@@ -349,22 +371,21 @@ module Aws::GameLift
349
371
  # need to be unique. You can use UpdateBuild to change this value later.
350
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  #
351
373
  # @option params [Types::S3Location] :storage_location
352
- # Amazon S3 location of the game build files to be uploaded. The S3
353
- # bucket must be owned by the same AWS account that you're using to
354
- # manage Amazon GameLift. It also must in the same region that you want
355
- # to create a new build in. Before calling `CreateBuild` with this
356
- # location, you must allow Amazon GameLift to access your Amazon S3
357
- # bucket (see [Create a Build with Files in Amazon S3][1]).
358
- #
359
- #
360
- #
361
- # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build
374
+ # Information indicating where your game build files are stored. Use
375
+ # this parameter only when creating a build with files stored in an
376
+ # Amazon S3 bucket that you own. The storage location must specify an
377
+ # Amazon S3 bucket name and key, as well as a role ARN that you set up
378
+ # to allow Amazon GameLift to access your Amazon S3 bucket. The S3
379
+ # bucket must be in the same region that you want to create a new build
380
+ # in.
362
381
  #
363
382
  # @option params [String] :operating_system
364
383
  # Operating system that the game server binaries are built to run on.
365
384
  # This value determines the type of fleet resources that you can use for
366
385
  # this build. If your game build contains multiple executables, they all
367
- # must run on the same operating system.
386
+ # must run on the same operating system. If an operating system is not
387
+ # specified when creating a build, Amazon GameLift uses the default
388
+ # value (WINDOWS\_2012). This value cannot be changed later.
368
389
  #
369
390
  # @return [Types::CreateBuildOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
370
391
  #
@@ -600,10 +621,11 @@ module Aws::GameLift
600
621
  # can create over a span of time for this fleet.
601
622
  #
602
623
  # @option params [Array<String>] :metric_groups
603
- # Names of metric groups to add this fleet to. Use an existing metric
604
- # group name to add this fleet to the group. Or use a new name to create
605
- # a new metric group. A fleet can only be included in one metric group
606
- # at a time.
624
+ # Name of a metric group to add this fleet to. A metric group tracks
625
+ # metrics across all fleets in the group. Use an existing metric group
626
+ # name to add this fleet to the group, or use a new name to create a new
627
+ # metric group. A fleet can only be included in one metric group at a
628
+ # time.
607
629
  #
608
630
  # @option params [String] :peer_vpc_aws_account_id
609
631
  # Unique identifier for the AWS account with the VPC that you want to
@@ -764,10 +786,10 @@ module Aws::GameLift
764
786
  # names do not need to be unique.
765
787
  #
766
788
  # @option params [Array<Types::GameProperty>] :game_properties
767
- # Set of developer-defined properties for a game session, formatted as a
768
- # set of type:value pairs. These properties are included in the
769
- # GameSession object, which is passed to the game server with a request
770
- # 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
790
+ # pairs. These properties are passed to a game server process in the
791
+ # GameSession object with a request to start a new game session (see
792
+ # [Start a Game Session][1]).
771
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  #
772
794
  #
773
795
  #
@@ -799,10 +821,10 @@ module Aws::GameLift
799
821
  # this time period and then deleted.
800
822
  #
801
823
  # @option params [String] :game_session_data
802
- # Set of developer-defined game session properties, formatted as a
803
- # single string value. This data is included in the GameSession object,
804
- # which is passed to the game server with a request to start a new game
805
- # session (see [Start a Game Session][1]).
824
+ # Set of custom game session properties, formatted as a single string
825
+ # value. This data is passed to a game server process in the GameSession
826
+ # object with a request to start a new game session (see [Start a Game
827
+ # Session][1]).
806
828
  #
807
829
  #
808
830
  #
@@ -849,6 +871,7 @@ module Aws::GameLift
849
871
  # resp.game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
850
872
  # resp.game_session.creator_id #=> String
851
873
  # resp.game_session.game_session_data #=> String
874
+ # resp.game_session.matchmaker_data #=> String
852
875
  #
853
876
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession AWS API Documentation
854
877
  #
@@ -1079,23 +1102,22 @@ module Aws::GameLift
1079
1102
  # configuration.
1080
1103
  #
1081
1104
  # @option params [Array<Types::GameProperty>] :game_properties
1082
- # Set of developer-defined properties for a game session, formatted as a
1083
- # set of type:value pairs. These properties are included in the
1084
- # GameSession object, which is passed to the game server with a request
1085
- # to start a new game session (see [Start a Game Session][1]). This
1086
- # information is added to the new GameSession object that is created for
1087
- # a successful match.
1105
+ # Set of custom properties for a game session, formatted as key:value
1106
+ # pairs. These properties are passed to a game server process in the
1107
+ # GameSession object with a request to start a new game session (see
1108
+ # [Start a Game Session][1]). This information is added to the new
1109
+ # GameSession object that is created for a successful match.
1088
1110
  #
1089
1111
  #
1090
1112
  #
1091
1113
  # [1]: http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
1092
1114
  #
1093
1115
  # @option params [String] :game_session_data
1094
- # Set of developer-defined game session properties, formatted as a
1095
- # single string value. This data is included in the GameSession object,
1096
- # which is passed to the game server with a request to start a new game
1097
- # session (see [Start a Game Session][1]). This information is added to
1098
- # the new GameSession object that is created for a successful match.
1116
+ # Set of custom game session properties, formatted as a single string
1117
+ # value. This data is passed to a game server process in the GameSession
1118
+ # object with a request to start a new game session (see [Start a Game
1119
+ # Session][1]). This information is added to the new GameSession object
1120
+ # that is created for a successful match.
1099
1121
  #
1100
1122
  #
1101
1123
  #
@@ -2012,7 +2034,7 @@ module Aws::GameLift
2012
2034
  req.send_request(options)
2013
2035
  end
2014
2036
 
2015
- # Retrieves properties for a build. To get a build record, specify a
2037
+ # Retrieves properties for a build. To request a build record, specify a
2016
2038
  # build ID. If successful, an object containing the build properties is
2017
2039
  # returned.
2018
2040
  #
@@ -2781,6 +2803,7 @@ module Aws::GameLift
2781
2803
  # resp.game_session_details[0].game_session.player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
2782
2804
  # resp.game_session_details[0].game_session.creator_id #=> String
2783
2805
  # resp.game_session_details[0].game_session.game_session_data #=> String
2806
+ # resp.game_session_details[0].game_session.matchmaker_data #=> String
2784
2807
  # resp.game_session_details[0].protection_policy #=> String, one of "NoProtection", "FullProtection"
2785
2808
  # resp.next_token #=> String
2786
2809
  #
@@ -2857,6 +2880,7 @@ module Aws::GameLift
2857
2880
  # resp.game_session_placement.placed_player_sessions[0].player_id #=> String
2858
2881
  # resp.game_session_placement.placed_player_sessions[0].player_session_id #=> String
2859
2882
  # resp.game_session_placement.game_session_data #=> String
2883
+ # resp.game_session_placement.matchmaker_data #=> String
2860
2884
  #
2861
2885
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement AWS API Documentation
2862
2886
  #
@@ -3028,6 +3052,7 @@ module Aws::GameLift
3028
3052
  # resp.game_sessions[0].player_session_creation_policy #=> String, one of "ACCEPT_ALL", "DENY_ALL"
3029
3053
  # resp.game_sessions[0].creator_id #=> String
3030
3054
  # resp.game_sessions[0].game_session_data #=> String
3055
+ # resp.game_sessions[0].matchmaker_data #=> String
3031
3056
  # resp.next_token #=> String
3032
3057
  #
3033
3058
  # @see http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions AWS API Documentation
@@ -3099,20 +3124,19 @@ module Aws::GameLift
3099
3124
  req.send_request(options)
3100
3125
  end
3101
3126
 
3102
- # Retrieves a set of one or more matchmaking tickets. Use this operation
3103
- # to retrieve ticket information, including status and--once a
3104
- # successful match is made--acquire connection information for the
3105
- # resulting new game session.
3127
+ # Retrieves one or more matchmaking tickets. Use this operation to
3128
+ # retrieve ticket information, including status and--once a successful
3129
+ # match is made--acquire connection information for the resulting new
3130
+ # game session.
3106
3131
  #
3107
3132
  # You can use this operation to track the progress of matchmaking
3108
3133
  # requests (through polling) as an alternative to using event
3109
3134
  # notifications. See more details on tracking matchmaking requests
3110
3135
  # through polling or notifications in StartMatchmaking.
3111
3136
  #
3112
- # You can request data for a one or a list of ticket IDs. If the request
3113
- # is successful, a ticket object is returned for each requested ID. When
3114
- # specifying a list of ticket IDs, objects are returned only for tickets
3115
- # that currently exist.
3137
+ # To request matchmaking tickets, provide a list of up to 10 ticket IDs.
3138
+ # If the request is successful, a ticket object is returned for each
3139
+ # requested ID that currently exists.
3116
3140
  #
3117
3141
  # Matchmaking-related operations include:
3118
3142
  #
@@ -3125,8 +3149,8 @@ module Aws::GameLift
3125
3149
  # * AcceptMatch
3126
3150
  #
3127
3151
  # @option params [required, Array<String>] :ticket_ids
3128
- # Unique identifier for a matchmaking ticket. To request all existing
3129
- # tickets, leave this parameter empty.
3152
+ # Unique identifier for a matchmaking ticket. You can include up to 10
3153
+ # ID values.
3130
3154
  #
3131
3155
  # @return [Types::DescribeMatchmakingOutput] Returns a {Seahorse::Client::Response response} object which responds to the following methods:
3132
3156
  #
@@ -4286,10 +4310,14 @@ module Aws::GameLift
4286
4310
  req.send_request(options)
4287
4311
  end
4288
4312
 
4289
- # <i>This API call is not currently in use. </i> Retrieves a fresh set
4290
- # of upload credentials and the assigned Amazon S3 storage location for
4291
- # a specific build. Valid credentials are required to upload your game
4292
- # build files to Amazon S3.
4313
+ # Retrieves a fresh set of credentials for use when uploading a new set
4314
+ # of game build files to Amazon GameLift's Amazon S3. This is done as
4315
+ # part of the build creation process; see CreateBuild.
4316
+ #
4317
+ # To request new credentials, specify the build ID as returned with an
4318
+ # initial `CreateBuild` request. If successful, a new set of credentials
4319
+ # are returned, along with the S3 storage location associated with the
4320
+ # build ID.
4293
4321
  #
4294
4322
  # @option params [required, String] :build_id
4295
4323
  # Unique identifier for a build to get credentials for.
@@ -4366,15 +4394,9 @@ module Aws::GameLift
4366
4394
  req.send_request(options)
4367
4395
  end
4368
4396
 
4369
- # Retrieves a set of game sessions that match a set of search criteria
4370
- # and sorts them in a specified order. A game session search is limited
4371
- # to a single fleet. Search results include only game sessions that are
4372
- # in `ACTIVE` status. If you need to retrieve game sessions with a
4373
- # status other than active, use DescribeGameSessions. If you need to
4374
- # retrieve the protection policy for each game session, use
4375
- # DescribeGameSessionDetails.
4376
- #
4377
- # You can search or sort by the following game session attributes:
4397
+ # Retrieves all active game sessions that match a set of search criteria
4398
+ # and sorts them in a specified order. You can search or sort by the
4399
+ # following game session attributes:
4378
4400
  #
4379
4401
  # * **gameSessionId** -- Unique identifier for the game session. You can
4380
4402
  # use either a `GameSessionId` or `GameSessionArn` value.
@@ -4384,6 +4406,19 @@ module Aws::GameLift
4384
4406
  # updating with UpdateGameSession. Game session names do not need to
4385
4407
  # be unique to a game session.
4386
4408
  #
4409
+ # * **gameSessionProperties** -- Custom data defined in a game
4410
+ # session's `GameProperty` parameter. `GameProperty` values are
4411
+ # stored as key:value pairs; the filter expression must indicate the
4412
+ # key and a string to search the data values for. For example, to
4413
+ # search for game sessions with custom data containing the key:value
4414
+ # pair "gameMode:brawl", specify the following:
4415
+ # gameSessionProperties.gameMode = "brawl". All custom data values
4416
+ # are searched as strings.
4417
+ #
4418
+ # * **maximumSessions** -- Maximum number of player sessions allowed for
4419
+ # a game session. This value is set when requesting a new game session
4420
+ # with CreateGameSession or updating with UpdateGameSession.
4421
+ #
4387
4422
  # * **creationTimeMillis** -- Value indicating when a game session was
4388
4423
  # created. It is expressed in Unix time as milliseconds.
4389
4424
  #
@@ -4391,22 +4426,11 @@ module Aws::GameLift
4391
4426
  # game session. This value changes rapidly as players join the session
4392
4427
  # or drop out.
4393
4428
  #
4394
- # * **maximumSessions** -- Maximum number of player sessions allowed for
4395
- # a game session. This value is set when requesting a new game session
4396
- # with CreateGameSession or updating with UpdateGameSession.
4397
- #
4398
4429
  # * **hasAvailablePlayerSessions** -- Boolean value indicating whether a
4399
- # game session has reached its maximum number of players. When
4400
- # searching with this attribute, the search value must be `true` or
4401
- # `false`. It is highly recommended that all search requests include
4402
- # this filter attribute to optimize search performance and return only
4403
- # sessions that players can join.
4404
- #
4405
- # To search or sort, specify either a fleet ID or an alias ID, and
4406
- # provide a search filter expression, a sort expression, or both. Use
4407
- # the pagination parameters to retrieve results as a set of sequential
4408
- # pages. If successful, a collection of GameSession objects matching the
4409
- # request is returned.
4430
+ # game session has reached its maximum number of players. It is highly
4431
+ # recommended that all search requests include this filter attribute
4432
+ # to optimize search performance and return only sessions that players
4433
+ # can join.
4410
4434
  #
4411
4435
  # <note markdown="1"> Returned values for `playerSessionCount` and
4412
4436
  # `hasAvailablePlayerSessions` change quickly as players join sessions
@@ -4416,6 +4440,18 @@ module Aws::GameLift
4416
4440
  #
4417
4441
  # </note>
4418
4442
  #
4443
+ # To search or sort, specify either a fleet ID or an alias ID, and
4444
+ # provide a search filter expression, a sort expression, or both. If
4445
+ # successful, a collection of GameSession objects matching the request
4446
+ # is returned. Use the pagination parameters to retrieve results as a
4447
+ # set of sequential pages.
4448
+ #
4449
+ # You can search for game sessions one fleet at a time only. To find
4450
+ # game sessions across multiple fleets, you must search each fleet
4451
+ # 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