@aws-sdk/client-gamelift 3.470.0 → 3.474.0
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.
- package/dist-types/commands/SearchGameSessionsCommand.d.ts +10 -15
- package/dist-types/commands/UpdateGameSessionCommand.d.ts +6 -0
- package/dist-types/models/models_0.d.ts +38 -23
- package/dist-types/models/models_1.d.ts +13 -1
- package/dist-types/ts3.4/models/models_1.d.ts +1 -0
- package/package.json +4 -4
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@@ -25,12 +25,7 @@ export interface SearchGameSessionsCommandOutput extends SearchGameSessionsOutpu
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* @public
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* <p>Retrieves all active game sessions that match a set of search criteria and sorts them
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* into a specified order. </p>
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* <p>This operation is not designed to
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* This practice can cause you to exceed your API limit, which results in errors. Instead,
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* you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from
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* FlexMatch or queues. Continuously polling game session status with
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* <code>DescribeGameSessions</code> should only be used for games in development with
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* low game session usage. </p>
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* <p>This operation is not designed to continually track game session status because that practice can cause you to exceed your API limit and generate errors. Instead, configure an Amazon Simple Notification Service (Amazon SNS) topic to receive notifications from a matchmaker or game session placement queue.</p>
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* <p>When searching for game sessions, you specify exactly where you want to search and
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* provide a search filter expression, a sort expression, or both. A search request can
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* search only one fleet, but it can search all of a fleet's locations. </p>
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@@ -52,7 +47,7 @@ export interface SearchGameSessionsCommandOutput extends SearchGameSessionsOutpu
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* <p>If successful, a <code>GameSession</code> object is returned for each game session
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* that matches the request. Search finds game sessions that are in <code>ACTIVE</code>
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* status only. To retrieve information on game sessions in other statuses, use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessions.html">DescribeGameSessions</a> .</p>
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* <p>
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* <p>To set search and sort criteria, create a filter expression using the following game session attributes. For game session search examples, see the Examples section of this topic.</p>
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* <ul>
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* <li>
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* <p>
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@@ -66,14 +61,14 @@ export interface SearchGameSessionsCommandOutput extends SearchGameSessionsOutpu
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* </li>
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* <li>
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* <p>
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* <b>gameSessionProperties</b> --
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*
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*
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* <b>gameSessionProperties</b> -- A set of key-value pairs that can store custom data in a game session.
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* For example: <code>\{"Key": "difficulty", "Value": "novice"\}</code>.
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* The filter expression must specify the <a>GameProperty</a> -- a <code>Key</code> and a string <code>Value</code> to search for the game sessions.</p>
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* <p>For example, to search for the above key-value pair, specify the following search filter: <code>gameSessionProperties.difficulty = "novice"</code>.
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* All game property values are searched as strings.</p>
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* <p>
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* For examples of searching game sessions, see the ones below, and also see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-search">Search game sessions by game property</a>.
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* </p>
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* </li>
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* <li>
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* <p>
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@@ -42,6 +42,12 @@ export interface UpdateGameSessionCommandOutput extends UpdateGameSessionOutput,
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* Name: "STRING_VALUE",
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* PlayerSessionCreationPolicy: "ACCEPT_ALL" || "DENY_ALL",
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* ProtectionPolicy: "NoProtection" || "FullProtection",
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* GameProperties: [ // GamePropertyList
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* { // GameProperty
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* Key: "STRING_VALUE", // required
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* Value: "STRING_VALUE", // required
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* },
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* ],
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* };
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* const command = new UpdateGameSessionCommand(input);
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* const response = await client.send(command);
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@@ -2550,11 +2550,15 @@ export interface CreateGameServerGroupOutput {
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}
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/**
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* @public
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* <p>
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*
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*
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*
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* <p>This key-value pair can store custom data about a game session.
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* For example, you might use a <code>GameProperty</code> to track a game session's map, level of difficulty, or remaining time.
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* The difficulty level could be specified like this: <code>\{"Key": "difficulty", "Value":"Novice"\}</code>.
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* </p>
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* <p>
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* You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can't delete game properties from a game session.
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* </p>
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* <p>For examples of working with game properties, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties">Create a game session with properties</a>.
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* </p>
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*/
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export interface GameProperty {
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/**
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@@ -2597,7 +2601,10 @@ export interface CreateGameSessionInput {
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Name?: string;
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/**
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* @public
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* <p>A set of
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* <p>A set of key-value pairs that can store custom data in a game session.
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* For example: <code>\{"Key": "difficulty", "Value": "novice"\}</code>.
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* For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-create">Create a game session with custom properties</a>.
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* </p>
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*/
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GameProperties?: GameProperty[];
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/**
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@@ -2760,7 +2767,8 @@ export interface GameSession {
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StatusReason?: GameSessionStatusReason;
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/**
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* @public
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* <p>A set of
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* <p>A set of key-value pairs that can store custom data in a game session.
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* For example: <code>\{"Key": "difficulty", "Value": "novice"\}</code>.</p>
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*/
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GameProperties?: GameProperty[];
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/**
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CustomEventData?: string;
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/**
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* @public
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* <p>A set of
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* <p>A set of key-value pairs that can store custom data in a game session.
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* For example: <code>\{"Key": "difficulty", "Value": "novice"\}</code>. This information is added to the new <code>GameSession</code> object that is
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* created for a successful match. This parameter is not used if <code>FlexMatchMode</code>
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* is set to <code>STANDALONE</code>.</p>
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*/
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CreationTime?: Date;
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/**
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* @public
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* <p>A set of
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* <p>A set of key-value pairs that can store custom data in a game session.
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* For example: <code>\{"Key": "difficulty", "Value": "novice"\}</code>. This information is added to the new <code>GameSession</code> object that is
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* created for a successful match. This parameter is not used when
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* <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
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*/
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* </li>
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* <li>
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* <p>SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call
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* InitSDK() was not called in time.</p>
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* <code>InitSDK()</code> within the time expected (5 minutes). Check your game
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* session log to see why <code>InitSDK()</code> was not called in time.</p>
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* </li>
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* <p>SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call
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* session log to see why
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* <code>ProcessReady()</code> within the time expected (5 minutes) after
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* calling <code>InitSDK()</code>. Check your game session log to see why
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* <code>ProcessReady()</code> was not called in time.</p>
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* </li>
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* <p>SERVER_PROCESS_CRASHED -- The server process exited without calling
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* <code>ProcessEnding()</code>. Check your game session log to see why
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* <code>ProcessEnding()</code> was not called.</p>
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* </li>
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* <p>SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a
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* <p>SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly
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* session log to see why termination took longer than expected.</p>
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* within the time expected after <code>OnProcessTerminate()</code> was sent. Check
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* your game session log to see why termination took longer than expected.</p>
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* </li>
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* <p>SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly
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* log to see why termination
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* within the time expected (30 seconds) after calling
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* <code>ProcessEnding()</code>. Check your game session log to see why termination
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* took longer than expected.</p>
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* </li>
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* <p>GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the
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* expected time. Check your game session log to see why
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* expected time. Check your game session log to see why
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* <code>ActivateGameSession()</code> took longer to complete than
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* expected.</p>
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Status?: GameSessionPlacementState;
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/**
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* </ul>
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*/
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ProtectionPolicy?: ProtectionPolicy;
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* For example: <code>\{"Key": "difficulty", "Value": "novice"\}</code>.
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* You can use this parameter to modify game properties in an active game session.
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* This action adds new properties and modifies existing properties.
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* There is no way to delete properties.
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* For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-update">Update the value of a game property</a>.
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* </p>
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*/
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}
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export interface UpdateGameSessionOutput {
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package/package.json
CHANGED
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{
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"name": "@aws-sdk/client-gamelift",
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"description": "AWS SDK for JavaScript Gamelift Client for Node.js, Browser and React Native",
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"version": "3.
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"version": "3.474.0",
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"scripts": {
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"build": "concurrently 'yarn:build:cjs' 'yarn:build:es' 'yarn:build:types'",
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"build:cjs": "tsc -p tsconfig.cjs.json",
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"dependencies": {
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"@aws-crypto/sha256-browser": "3.0.0",
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"@aws-sdk/client-sts": "3.
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"@aws-sdk/credential-provider-node": "3.
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"@aws-sdk/client-sts": "3.474.0",
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"@aws-sdk/core": "3.474.0",
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"@aws-sdk/credential-provider-node": "3.474.0",
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"@aws-sdk/middleware-host-header": "3.468.0",
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"@aws-sdk/middleware-logger": "3.468.0",
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"@aws-sdk/middleware-recursion-detection": "3.468.0",
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