@aws-sdk/client-gamelift 3.48.0 → 3.52.0
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/CHANGELOG.md +35 -0
- package/README.md +5 -5
- package/dist-types/GameLift.d.ts +182 -125
- package/dist-types/GameLiftClient.d.ts +5 -5
- package/dist-types/commands/CreateAliasCommand.d.ts +1 -1
- package/dist-types/commands/CreateBuildCommand.d.ts +4 -4
- package/dist-types/commands/CreateFleetCommand.d.ts +6 -3
- package/dist-types/commands/CreateFleetLocationsCommand.d.ts +1 -1
- package/dist-types/commands/CreateGameServerGroupCommand.d.ts +6 -6
- package/dist-types/commands/CreateGameSessionCommand.d.ts +1 -1
- package/dist-types/commands/CreateGameSessionQueueCommand.d.ts +13 -6
- package/dist-types/commands/CreateMatchmakingConfigurationCommand.d.ts +1 -1
- package/dist-types/commands/CreatePlayerSessionCommand.d.ts +3 -1
- package/dist-types/commands/CreatePlayerSessionsCommand.d.ts +3 -1
- package/dist-types/commands/CreateScriptCommand.d.ts +6 -6
- package/dist-types/commands/CreateVpcPeeringAuthorizationCommand.d.ts +12 -12
- package/dist-types/commands/CreateVpcPeeringConnectionCommand.d.ts +8 -8
- package/dist-types/commands/DeleteGameSessionQueueCommand.d.ts +10 -5
- package/dist-types/commands/DeleteScriptCommand.d.ts +1 -1
- package/dist-types/commands/DeleteVpcPeeringConnectionCommand.d.ts +2 -2
- package/dist-types/commands/DescribeEC2InstanceLimitsCommand.d.ts +6 -6
- package/dist-types/commands/DescribeGameSessionDetailsCommand.d.ts +1 -1
- package/dist-types/commands/DescribeGameSessionPlacementCommand.d.ts +10 -2
- package/dist-types/commands/DescribeGameSessionQueuesCommand.d.ts +8 -4
- package/dist-types/commands/DescribeGameSessionsCommand.d.ts +16 -2
- package/dist-types/commands/DescribeMatchmakingCommand.d.ts +1 -1
- package/dist-types/commands/DescribePlayerSessionsCommand.d.ts +1 -1
- package/dist-types/commands/DescribeScriptCommand.d.ts +1 -1
- package/dist-types/commands/DescribeVpcPeeringAuthorizationsCommand.d.ts +1 -1
- package/dist-types/commands/DescribeVpcPeeringConnectionsCommand.d.ts +2 -2
- package/dist-types/commands/GetGameSessionLogUrlCommand.d.ts +1 -1
- package/dist-types/commands/GetInstanceAccessCommand.d.ts +1 -1
- package/dist-types/commands/ListAliasesCommand.d.ts +1 -1
- package/dist-types/commands/ListBuildsCommand.d.ts +1 -1
- package/dist-types/commands/ListFleetsCommand.d.ts +1 -1
- package/dist-types/commands/ListGameServerGroupsCommand.d.ts +1 -1
- package/dist-types/commands/ListScriptsCommand.d.ts +2 -2
- package/dist-types/commands/ListTagsForResourceCommand.d.ts +4 -4
- package/dist-types/commands/PutScalingPolicyCommand.d.ts +4 -4
- package/dist-types/commands/RequestUploadCredentialsCommand.d.ts +1 -1
- package/dist-types/commands/SearchGameSessionsCommand.d.ts +7 -0
- package/dist-types/commands/StartGameSessionPlacementCommand.d.ts +5 -5
- package/dist-types/commands/StartMatchBackfillCommand.d.ts +1 -0
- package/dist-types/commands/StartMatchmakingCommand.d.ts +1 -1
- package/dist-types/commands/TagResourceCommand.d.ts +5 -5
- package/dist-types/commands/UntagResourceCommand.d.ts +4 -4
- package/dist-types/commands/UpdateFleetCapacityCommand.d.ts +2 -2
- package/dist-types/commands/UpdateGameSessionQueueCommand.d.ts +8 -4
- package/dist-types/commands/UpdateScriptCommand.d.ts +2 -2
- package/dist-types/models/models_0.d.ts +302 -259
- package/package.json +40 -34
package/dist-types/GameLift.d.ts
CHANGED
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@@ -96,9 +96,9 @@ import { UpdateScriptCommandInput, UpdateScriptCommandOutput } from "./commands/
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import { ValidateMatchmakingRuleSetCommandInput, ValidateMatchmakingRuleSetCommandOutput } from "./commands/ValidateMatchmakingRuleSetCommand";
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import { GameLiftClient } from "./GameLiftClient";
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/**
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* <fullname>
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* <p>
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* cloud, including tools for deploying, operating, and scaling game servers. Built on
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* <fullname>GameLift Service</fullname>
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* <p>Amazon Web Services provides solutions for hosting session-based multiplayer game servers in the
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* cloud, including tools for deploying, operating, and scaling game servers. Built on Amazon Web Services
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* global computing infrastructure, GameLift helps you deliver high-performance,
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* high-reliability, low-cost game servers while dynamically scaling your resource usage to
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* meet player demand. </p>
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@@ -137,8 +137,8 @@ import { GameLiftClient } from "./GameLiftClient";
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* <p>
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* <b>About this API Reference</b>
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* </p>
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* <p>This reference guide describes the low-level service API for Amazon
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* in this guide, you can find links to language-specific SDK guides and the
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* <p>This reference guide describes the low-level service API for Amazon Web Services. With each topic
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* in this guide, you can find links to language-specific SDK guides and the Amazon Web Services CLI
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* reference. Useful links:</p>
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* <ul>
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* <li>
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@@ -263,7 +263,7 @@ export declare class GameLift extends GameLiftClient {
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* a fleet ID. An alias provides a level of abstraction for a fleet that is useful when
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* redirecting player traffic from one fleet to another, such as when updating your game
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* build. </p>
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* <p>Amazon
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* <p>Amazon Web Services supports two types of routing strategies for aliases: simple and terminal. A
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* simple alias points to an active fleet. A terminal alias is used to display messaging or
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* link to a URL instead of routing players to an active fleet. For example, you might use
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* a terminal alias when a game version is no longer supported and you want to direct
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@@ -290,10 +290,10 @@ export declare class GameLift extends GameLiftClient {
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createAlias(args: CreateAliasCommandInput, cb: (err: any, data?: CreateAliasCommandOutput) => void): void;
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createAlias(args: CreateAliasCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateAliasCommandOutput) => void): void;
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/**
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* <p>Creates a new Amazon
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* binaries must be combined into a zip file for use with Amazon
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* <p>Creates a new Amazon Web Services build resource for your game server binary files. Game server
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* binaries must be combined into a zip file for use with Amazon Web Services. </p>
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* <important>
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* <p>When setting up a new game build for GameLift, we recommend using the
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* <p>When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI
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* command <b>
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* <a href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a>
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* </b>. This helper command combines two tasks: (1) it
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* <ul>
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* <li>
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* <p>To create a new game build with build files that are in an Amazon S3 location under
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* an
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* an Amazon Web Services account that you control. To use this option, you must first give Amazon Web Services
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* access to the Amazon S3 bucket. With permissions in place, call
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* <code>CreateBuild</code> and specify a build name, operating system, and the
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* Amazon S3 storage location of your game build.</p>
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createBuild(args: CreateBuildCommandInput, cb: (err: any, data?: CreateBuildCommandOutput) => void): void;
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createBuild(args: CreateBuildCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateBuildCommandOutput) => void): void;
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/**
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* <p>Creates a fleet of Amazon Elastic Compute Cloud (Amazon
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* <p>Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your
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* custom game server or Realtime Servers. Use this operation to configure the computing resources for
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* your fleet and provide instructions for running game servers on each instance.</p>
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* <p>Most GameLift fleets can deploy instances to multiple locations, including the home
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* Region (where the fleet is created) and an optional set of remote locations. Fleets that
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* are created in the following
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* are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N.
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* Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland),
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* ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that
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* are created in other GameLift Regions can deploy instances in the fleet's home Region
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* to start and run game servers on each instance in the fleet. Set permissions for inbound
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* traffic to your game servers, and enable optional features as needed. When creating a
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* multi-location fleet, provide a list of additional remote locations.</p>
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*
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* <p>If you need to debug your fleet, fetch logs, view performance metrics
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* or other actions on the fleet, create the development fleet with port 22/3389 open.
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* As a best practice, we recommend opening ports for remote access only when you need them
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* and closing them when you're finished. </p>
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* <p>If successful, this operation creates a new Fleet resource and places it in
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* <code>NEW</code> status, which prompts GameLift to initiate the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html">fleet creation
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* workflow</a>. You can track fleet creation by checking fleet status using <a>DescribeFleetAttributes</a> and <a>DescribeFleetLocationAttributes</a>/, or by monitoring fleet creation events
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* other configuration settings. </p>
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* <note>
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* <p>This operation cannot be used with fleets that don't support remote locations. Fleets
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* can have multiple locations only if they reside in
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* can have multiple locations only if they reside in Amazon Web Services Regions that support this
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* feature (see <a>CreateFleet</a> for the complete list) and were created
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* after the feature was released in March 2021.</p>
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* </note>
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* <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
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* </p>
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* <p>Creates a GameLift FleetIQ game server group for managing game hosting on a collection of
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* Amazon
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* creates an Auto Scaling group in your
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* Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group,
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* creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the
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* two groups. You can view the status of your game server groups in the GameLift console.
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* Game server group metrics and events are emitted to Amazon CloudWatch.</p>
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* <p>Before creating a new game server group, you must have the following: </p>
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* <p>An Amazon
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* <p>An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances
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* with your game server build. For more information, see <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html"> Launching an Instance from a Launch Template</a> in the
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* <i>Amazon Elastic Compute Cloud User Guide</i>. </p>
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* <p>An IAM role that extends limited access to your Amazon Web Services account to allow GameLift FleetIQ to create and
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* interact with the Auto Scaling group. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html">Create IAM roles for cross-service interaction</a> in the <i>GameLift FleetIQ Developer
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* Guide</i>.</p>
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* </li>
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* <p>To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud
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* launch template, and provide a list of instance types that can be used in the group. You
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* must also set initial maximum and minimum limits on the group's instance count. You can
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* optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ
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* <p>Game session logs are retained for all active game sessions for 14 days. To access the
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* <i>Available in
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* <i>Available in Amazon Web Services Local.</i>
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* </p>
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* and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place
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* (SNS) topic to receive notifications of game session placement activity. Notifications
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* using SNS or CloudWatch events is the preferred way to track placement activity.</p>
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* <p>If successful, a new <code>GameSessionQueue</code> object is returned with an assigned
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a>
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* or
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* <b>Related actions</b>
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* </p>
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* |
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* |
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* |
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* and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift
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* session for the match.</p>
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* <p>In addition, you must set up an Amazon Simple Notification Service
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* <p>In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications.
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* suitable for games in development with low matchmaking usage.</p>
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* <p>The maximum number of players per game session is 200. It is not adjustable.
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* </p>
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* <p>An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the
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* <i>StorageLocation</i> parameter for this option. You'll need
|
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* to have an Identity Access Management (IAM) role that allows the Amazon
|
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+
* to have an Identity Access Management (IAM) role that allows the Amazon Web Services
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* service to access your S3 bucket. </p>
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* </li>
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* </ul>
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* <p>If the call is successful, a new script record is created with a unique script ID. If the
|
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* script file is provided as a local file, the file is uploaded to an Amazon
|
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* script file is provided as a local file, the file is uploaded to an Amazon Web Services-owned S3 bucket
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* and the script record's storage location reflects this location. If the script file is provided
|
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* as an S3 bucket, Amazon
|
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* as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment.</p>
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* <p>
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* <b>Learn more</b>
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* </p>
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*
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* <p>
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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* </p>
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* <p>
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon
|
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|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon Web Services Access</a>
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* </p>
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* <p>
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* <b>Related actions</b>
|
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@@ -828,24 +842,24 @@ export declare class GameLift extends GameLiftClient {
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createScript(args: CreateScriptCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateScriptCommandOutput) => void): void;
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/**
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* <p>Requests authorization to create or delete a peer connection between the VPC for
|
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* your Amazon
|
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* servers on your fleet to communicate directly with other
|
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* your Amazon Web Services fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game
|
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|
+
* servers on your fleet to communicate directly with other Amazon Web Services resources. Once you've
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* received authorization, call <a>CreateVpcPeeringConnection</a> to establish
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* the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon
|
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* the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon Web Services
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* Fleets</a>.</p>
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* <p>You can peer with VPCs that are owned by any
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* including the account that you use to manage your Amazon
|
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* <p>You can peer with VPCs that are owned by any Amazon Web Services account you have access to,
|
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* including the account that you use to manage your Amazon Web Services fleets. You cannot peer with
|
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* VPCs that are in different Regions.</p>
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* <p>To request authorization to create a connection, call this operation from the
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|
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* account with the VPC that you want to peer to your Amazon
|
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+
* <p>To request authorization to create a connection, call this operation from the Amazon Web Services
|
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* account with the VPC that you want to peer to your Amazon Web Services fleet. For example, to
|
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* enable your game servers to retrieve data from a DynamoDB table, use the account that
|
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* manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC
|
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* that you want to peer with, and (2) the ID of the
|
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|
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* Amazon
|
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* <p>To request authorization to delete a connection, call this operation from the
|
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|
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* account with the VPC that is peered with your Amazon
|
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|
+
* that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage
|
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* Amazon Web Services. If successful, VPC peering is authorized for the specified VPC. </p>
|
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|
+
* <p>To request authorization to delete a connection, call this operation from the Amazon Web Services
|
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|
+
* account with the VPC that is peered with your Amazon Web Services fleet. Identify the following
|
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* values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the
|
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|
-
*
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* Amazon Web Services account that you use to manage Amazon Web Services. </p>
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* <p>The authorization remains valid for 24 hours unless it is canceled by a call to
|
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* <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the
|
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* peering connection while the authorization is valid. </p>
|
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@@ -866,20 +880,20 @@ export declare class GameLift extends GameLiftClient {
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createVpcPeeringAuthorization(args: CreateVpcPeeringAuthorizationCommandInput, cb: (err: any, data?: CreateVpcPeeringAuthorizationCommandOutput) => void): void;
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createVpcPeeringAuthorization(args: CreateVpcPeeringAuthorizationCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateVpcPeeringAuthorizationCommandOutput) => void): void;
|
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/**
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* <p>Establishes a VPC peering connection between a virtual private cloud (VPC) in an
|
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* for your Amazon
|
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|
-
* communicate directly with other
|
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-
* that you have access to, including the account that you use to manage your Amazon
|
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883
|
+
* <p>Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC
|
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+
* for your Amazon Web Services fleet. VPC peering enables the game servers on your fleet to
|
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+
* communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account
|
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+
* that you have access to, including the account that you use to manage your Amazon Web Services
|
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* fleets. You cannot peer with VPCs that are in different Regions. For more information,
|
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874
|
-
* see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon
|
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|
+
* see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon Web Services Fleets</a>.</p>
|
|
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|
* <p>Before calling this operation to establish the peering connection, you first need
|
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* to call <a>CreateVpcPeeringAuthorization</a> and identify the VPC you want to
|
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* peer with. Once the authorization for the specified VPC is issued, you have 24 hours to
|
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* establish the connection. These two operations handle all tasks necessary to peer the
|
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* two VPCs, including acceptance, updating routing tables, etc. </p>
|
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|
-
* <p>To establish the connection, call this operation from the
|
|
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|
-
* to manage the Amazon
|
|
882
|
-
* you want to be enable a VPC peering connection for; (2) The
|
|
894
|
+
* <p>To establish the connection, call this operation from the Amazon Web Services account that is used
|
|
895
|
+
* to manage the Amazon Web Services fleets. Identify the following values: (1) The ID of the fleet
|
|
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|
+
* you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC
|
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|
* that you want to peer with; and (3) The ID of the VPC you want to peer with. This
|
|
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* operation is asynchronous. If successful, a <a>VpcPeeringConnection</a>
|
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* request is created. You can use continuous polling to track the request's status using
|
|
@@ -1076,7 +1090,8 @@ export declare class GameLift extends GameLiftClient {
|
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deleteGameServerGroup(args: DeleteGameServerGroupCommandInput, cb: (err: any, data?: DeleteGameServerGroupCommandOutput) => void): void;
|
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deleteGameServerGroup(args: DeleteGameServerGroupCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: DeleteGameServerGroupCommandOutput) => void): void;
|
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/**
|
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|
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* <p>Deletes a game session queue. Once a queue is successfully deleted, unfulfilled
|
|
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|
+
* <p>Deletes a game session queue. Once a queue is successfully deleted, unfulfilled
|
|
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|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a> requests that reference the queue will fail.
|
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* To delete a queue, specify the queue name.</p>
|
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* <p>
|
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* <b>Learn more</b>
|
|
@@ -1089,10 +1104,14 @@ export declare class GameLift extends GameLiftClient {
|
|
|
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|
* <b>Related actions</b>
|
|
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|
* </p>
|
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|
* <p>
|
|
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|
-
* <a>CreateGameSessionQueue</a>
|
|
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|
-
*
|
|
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|
-
* <a>
|
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|
-
*
|
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|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html">CreateGameSessionQueue</a>
|
|
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|
+
* |
|
|
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|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html">DescribeGameSessionQueues</a>
|
|
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|
+
* |
|
|
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|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html">UpdateGameSessionQueue</a>
|
|
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|
+
* |
|
|
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|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html">DeleteGameSessionQueue</a>
|
|
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|
+
* |
|
|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
|
|
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* </p>
|
|
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|
*/
|
|
@@ -1190,7 +1209,7 @@ export declare class GameLift extends GameLiftClient {
|
|
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* <b>Learn more</b>
|
|
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|
* </p>
|
|
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* <p>
|
|
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|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
|
|
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|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
|
|
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|
* </p>
|
|
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|
* <p>
|
|
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|
* <b>Related actions</b>
|
|
@@ -1231,8 +1250,8 @@ export declare class GameLift extends GameLiftClient {
|
|
|
1231
1250
|
* authorization for the VPC peering connection that you want to delete. You can check for
|
|
1232
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|
* an authorization by calling <a>DescribeVpcPeeringAuthorizations</a> or
|
|
1233
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|
* request a new one using <a>CreateVpcPeeringAuthorization</a>. </p>
|
|
1234
|
-
* <p>Once a valid authorization exists, call this operation from the
|
|
1235
|
-
* used to manage the Amazon
|
|
1253
|
+
* <p>Once a valid authorization exists, call this operation from the Amazon Web Services account that is
|
|
1254
|
+
* used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection
|
|
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* ID and fleet ID. If successful, the connection is removed. </p>
|
|
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* <p>
|
|
1238
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|
* <b>Related actions</b>
|
|
@@ -1329,15 +1348,15 @@ export declare class GameLift extends GameLiftClient {
|
|
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|
describeBuild(args: DescribeBuildCommandInput, cb: (err: any, data?: DescribeBuildCommandOutput) => void): void;
|
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describeBuild(args: DescribeBuildCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: DescribeBuildCommandOutput) => void): void;
|
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/**
|
|
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|
-
* <p>The GameLift service limits and current utilization for an
|
|
1351
|
+
* <p>The GameLift service limits and current utilization for an Amazon Web Services Region or location.
|
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|
* Instance limits control the number of instances, per instance type, per location, that
|
|
1334
|
-
* your
|
|
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|
+
* your Amazon Web Services account can use. Learn more at <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>. The information
|
|
1335
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|
* returned includes the maximum number of instances allowed and your account's current
|
|
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|
* usage across all fleets. This information can affect your ability to scale your GameLift
|
|
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|
* fleets. You can request a limit increase for your account by using the <b>Service limits</b> page in the GameLift console.</p>
|
|
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|
* <p>Instance limits differ based on whether the instances are deployed in a fleet's home
|
|
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|
* Region or in a remote location. For remote locations, limits also differ based on the
|
|
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|
-
* combination of home Region and remote location. All requests must specify an
|
|
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|
+
* combination of home Region and remote location. All requests must specify an Amazon Web Services Region
|
|
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|
* (either explicitly or as your default settings). To get the limit for a remote location,
|
|
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|
* you must also specify the location. For example, the following requests all return
|
|
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|
* different results: </p>
|
|
@@ -1365,14 +1384,14 @@ export declare class GameLift extends GameLiftClient {
|
|
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|
* <p>This operation can be used in the following ways:</p>
|
|
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|
* <ul>
|
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|
* <li>
|
|
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|
-
* <p>To get limit and usage data for all instance types that are deployed in an
|
|
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|
+
* <p>To get limit and usage data for all instance types that are deployed in an Amazon Web Services
|
|
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|
* Region by fleets that reside in the same Region: Specify the Region only.
|
|
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|
* Optionally, specify a single instance type to retrieve information for.</p>
|
|
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|
* </li>
|
|
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|
* <li>
|
|
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|
* <p>To get limit and usage data for all instance types that are deployed to a
|
|
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|
-
* remote location by fleets that reside in different
|
|
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|
-
*
|
|
1393
|
+
* remote location by fleets that reside in different Amazon Web Services Region: Provide both the
|
|
1394
|
+
* Amazon Web Services Region and the remote location. Optionally, specify a single instance type
|
|
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1395
|
* to retrieve information for.</p>
|
|
1377
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|
* </li>
|
|
1378
1397
|
* </ul>
|
|
@@ -1896,7 +1915,7 @@ export declare class GameLift extends GameLiftClient {
|
|
|
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|
* </li>
|
|
1897
1916
|
* <li>
|
|
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1917
|
* <p>To retrieve details for a specific game session, provide the game session ID.
|
|
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|
-
* This approach looks for the game session ID in all fleets that reside in the
|
|
1918
|
+
* This approach looks for the game session ID in all fleets that reside in the Amazon Web Services
|
|
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|
* Region defined in the request.</p>
|
|
1901
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|
* </li>
|
|
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|
* </ul>
|
|
@@ -1930,8 +1949,16 @@ export declare class GameLift extends GameLiftClient {
|
|
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|
describeGameSessionDetails(args: DescribeGameSessionDetailsCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: DescribeGameSessionDetailsCommandOutput) => void): void;
|
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|
/**
|
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|
* <p>Retrieves information, including current status, about a game session placement request. </p>
|
|
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|
-
*
|
|
1934
|
-
*
|
|
1952
|
+
* <p>To get game session placement details, specify the placement ID.</p>
|
|
1953
|
+
* <p>This operation is not designed to be continually called to track game session status.
|
|
1954
|
+
* This practice can cause you to exceed your API limit, which results in errors. Instead,
|
|
1955
|
+
* you must configure configure an
|
|
1956
|
+
* Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling
|
|
1957
|
+
* with <code>DescribeGameSessionPlacement</code> should only be used for games in development with
|
|
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|
+
* low game session usage.
|
|
1959
|
+
* </p>
|
|
1960
|
+
*
|
|
1961
|
+
* <p>If successful, a <a>GameSessionPlacement</a> object is returned.</p>
|
|
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1962
|
* <p>
|
|
1936
1963
|
* <b>Related actions</b>
|
|
1937
1964
|
* </p>
|
|
@@ -1968,10 +1995,14 @@ export declare class GameLift extends GameLiftClient {
|
|
|
1968
1995
|
* <b>Related actions</b>
|
|
1969
1996
|
* </p>
|
|
1970
1997
|
* <p>
|
|
1971
|
-
* <a>CreateGameSessionQueue</a>
|
|
1972
|
-
*
|
|
1973
|
-
* <a>
|
|
1974
|
-
*
|
|
1998
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html">CreateGameSessionQueue</a>
|
|
1999
|
+
* |
|
|
2000
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html">DescribeGameSessionQueues</a>
|
|
2001
|
+
* |
|
|
2002
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html">UpdateGameSessionQueue</a>
|
|
2003
|
+
* |
|
|
2004
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html">DeleteGameSessionQueue</a>
|
|
2005
|
+
* |
|
|
1975
2006
|
* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
|
|
1976
2007
|
* </p>
|
|
1977
2008
|
*/
|
|
@@ -1983,6 +2014,14 @@ export declare class GameLift extends GameLiftClient {
|
|
|
1983
2014
|
* optionally filter the results by current game session status. Alternatively, use <a>SearchGameSessions</a> to request a set of active game sessions that are
|
|
1984
2015
|
* filtered by certain criteria. To retrieve the protection policy for game sessions, use
|
|
1985
2016
|
* <a>DescribeGameSessionDetails</a>.</p>
|
|
2017
|
+
* <p>This operation is not designed to be continually called to track game session status.
|
|
2018
|
+
* This practice can cause you to exceed your API limit, which results in errors. Instead,
|
|
2019
|
+
* you must configure configure an
|
|
2020
|
+
* Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling
|
|
2021
|
+
* with <code>DescribeGameSessions</code> should only be used for games in development with
|
|
2022
|
+
* low game session usage.
|
|
2023
|
+
* </p>
|
|
2024
|
+
*
|
|
1986
2025
|
* <p>This operation can be used in the following ways: </p>
|
|
1987
2026
|
* <ul>
|
|
1988
2027
|
* <li>
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* approach looks for the game session ID in all fleets that reside in the Amazon Web Services
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* Region defined in the request.</p>
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* </li>
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* <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
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* that matches the request.</p>
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* <p>This operation is not designed to be continually called to track matchmaking ticket
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* status. This practice can cause you to exceed your API limit, which results in errors.
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* Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide
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* the topic ARN in the matchmaking configuration. Continuously poling ticket status with
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* <a>DescribeGameSessions</a> should only be used for games in development
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* with low matchmaking usage.</p>
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* <i>Available in
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* <i>Available in Amazon Web Services Local.</i>
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* exists.</p>
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* Instead, as a best practice, set up an Amazon Simple Notification Service
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* Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide
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* the topic ARN in the matchmaking configuration. Continuously poling ticket status with
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* <p>If successful, a <code>PlayerSession</code> object is returned for each session that
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* matches the request.</p>
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* <i>Available in Amazon
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* <i>Available in Amazon Web Services Local.</i>
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* </p>
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* <p>
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* <b>Related actions</b>
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* </p>
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* <p>
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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* </p>
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@@ -2317,7 +2362,7 @@ export declare class GameLift extends GameLiftClient {
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describeScript(args: DescribeScriptCommandInput, cb: (err: any, data?: DescribeScriptCommandOutput) => void): void;
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describeScript(args: DescribeScriptCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: DescribeScriptCommandOutput) => void): void;
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/**
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* <p>Retrieves valid VPC peering authorizations that are pending for the
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* <p>Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account.
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* This operation returns all VPC peering authorizations and requests for peering. This
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* includes those initiated and received by this account. </p>
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* <p>Retrieves information on VPC peering connections. Use this operation to get peering
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* information for all fleets or for one specific fleet ID. </p>
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* <p>To retrieve connection information, call this operation from the
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* is used to manage the Amazon
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* <p>To retrieve connection information, call this operation from the Amazon Web Services account that
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* is used to manage the Amazon Web Services fleets. Specify a fleet ID or leave the parameter empty
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* to retrieve all connection records. If successful, the retrieved information includes
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* both active and pending connections. Active connections identify the IpV4 CIDR block
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* that the VPC uses to connect. </p>
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* When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and
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* retains them for 14 days. Use this URL to download the logs.</p>
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* <note>
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* <p>See the <a href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">
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* <p>See the <a href="https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift">Amazon Web Services Service
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* Limits</a> page for maximum log file sizes. Log files that exceed this limit
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* are not saved.</p>
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* </note>
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* strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift
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* returns a user name and RSA private key, also as strings, for use with an SSH client.
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* The private key must be saved in the proper format to a <code>.pem</code> file before
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* using. If you're making this request using the
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* using. If you're making this request using the CLI, saving the secret can be handled
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* as part of the <code>GetInstanceAccess</code> request, as shown in one of the examples
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* for this operation. </p>
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* <p>To request access to a specific instance, specify the IDs of both the instance and the
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getInstanceAccess(args: GetInstanceAccessCommandInput, cb: (err: any, data?: GetInstanceAccessCommandOutput) => void): void;
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getInstanceAccess(args: GetInstanceAccessCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: GetInstanceAccessCommandOutput) => void): void;
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/**
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* <p>Retrieves all aliases for this
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* <p>Retrieves all aliases for this Amazon Web Services account. You can filter the result set by
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* alias name and/or routing strategy type. Use the pagination parameters to retrieve
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* results in sequential pages.</p>
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* <note>
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listAliases(args: ListAliasesCommandInput, cb: (err: any, data?: ListAliasesCommandOutput) => void): void;
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listAliases(args: ListAliasesCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: ListAliasesCommandOutput) => void): void;
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/**
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* <p>Retrieves build resources for all builds associated with the
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* <p>Retrieves build resources for all builds associated with the Amazon Web Services account in use. You
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* can limit results to builds that are in a specific status by using the
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* <code>Status</code> parameter. Use the pagination parameters to retrieve results in
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* a set of sequential pages. </p>
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@@ -2482,7 +2527,7 @@ export declare class GameLift extends GameLiftClient {
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listBuilds(args: ListBuildsCommandInput, cb: (err: any, data?: ListBuildsCommandOutput) => void): void;
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listBuilds(args: ListBuildsCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: ListBuildsCommandOutput) => void): void;
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/**
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* <p>Retrieves a collection of fleet resources in an
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* <p>Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation
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* to get fleets in a previously selected default Region (see <a href="https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html">https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html</a>or specify a Region in your
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* request. You can filter the result set to find only those fleets that are deployed with
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* a specific build or script. For fleets that have multiple locations, this operation
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* <p>
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* <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b>
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* </p>
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* <p>Retrieves information on all game servers groups that exist in the current
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* <p>Retrieves information on all game servers groups that exist in the current Amazon Web Services
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* account for the selected Region. Use the pagination parameters to retrieve results in a
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* set of sequential segments. </p>
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* <p>
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@@ -2594,12 +2639,12 @@ export declare class GameLift extends GameLiftClient {
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listGameServers(args: ListGameServersCommandInput, cb: (err: any, data?: ListGameServersCommandOutput) => void): void;
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listGameServers(args: ListGameServersCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: ListGameServersCommandOutput) => void): void;
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/**
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* <p>Retrieves script records for all Realtime scripts that are associated with the
|
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* <p>Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. </p>
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* <p>
|
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* <b>Learn more</b>
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* </p>
|
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* <p>
|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
|
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
|
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* </p>
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* <p>
|
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* <b>Related actions</b>
|
|
@@ -2619,7 +2664,7 @@ export declare class GameLift extends GameLiftClient {
|
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/**
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* <p>
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* Retrieves all tags that are assigned to a GameLift resource.
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* Resource tags are used to organize
|
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* Resource tags are used to organize Amazon Web Services resources for a range of purposes.
|
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* This operation handles the permissions necessary to manage tags for the following
|
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* GameLift resource types:</p>
|
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* <ul>
|
|
@@ -2650,12 +2695,12 @@ export declare class GameLift extends GameLiftClient {
|
|
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* <b>Learn more</b>
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* </p>
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* <p>
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* <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
|
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* <i>
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* <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging Amazon Web Services Resources</a> in the
|
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* <i>Amazon Web Services General Reference</i>
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* </p>
|
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* <p>
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* <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
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*
|
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* Amazon Web Services Tagging Strategies</a>
|
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* </p>
|
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* <p>
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* <b>Related actions</b>
|
|
@@ -2673,7 +2718,7 @@ export declare class GameLift extends GameLiftClient {
|
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/**
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* <p>Creates or updates a scaling policy for a fleet. Scaling policies are used to
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* automatically scale a fleet's hosting capacity to meet player demand. An active scaling
|
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* policy instructs Amazon
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* policy instructs Amazon Web Services to track a fleet metric and automatically change the fleet's
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* capacity when a certain threshold is reached. There are two types of scaling policies:
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* target-based and rule-based. Use a target-based policy to quickly and efficiently manage
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* fleet scaling; this option is the most commonly used. Use rule-based policies when you
|
|
@@ -2695,12 +2740,12 @@ export declare class GameLift extends GameLiftClient {
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* metric tells us how much of a fleet's hosting capacity is ready to host game sessions
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* but is not currently in use. This is the fleet's buffer; it measures the additional
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* player demand that the fleet could handle at current capacity. With a target-based
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* policy, you set your ideal buffer size and leave it to Amazon
|
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* policy, you set your ideal buffer size and leave it to Amazon Web Services to take whatever action
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* is needed to maintain that target. </p>
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* <p>For example, you might choose to maintain a 10% buffer for a fleet that has the
|
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* capacity to host 100 simultaneous game sessions. This policy tells Amazon
|
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* capacity to host 100 simultaneous game sessions. This policy tells Amazon Web Services to take
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* action whenever the fleet's available capacity falls below or rises above 10 game
|
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* sessions. Amazon
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* sessions. Amazon Web Services will start new instances or stop unused instances in order to return
|
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* to the 10% buffer. </p>
|
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|
* <p>To create or update a target-based policy, specify a fleet ID and name, and set the
|
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* policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions)
|
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@@ -2794,7 +2839,7 @@ export declare class GameLift extends GameLiftClient {
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registerGameServer(args: RegisterGameServerCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: RegisterGameServerCommandOutput) => void): void;
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/**
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* <p>Retrieves a fresh set of credentials for use when uploading a new set of game build
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* files to Amazon
|
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* files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see
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* <a>CreateBuild</a>.</p>
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* <p>To request new credentials, specify the build ID as returned with an initial
|
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* <code>CreateBuild</code> request. If successful, a new set of credentials are
|
|
@@ -2879,6 +2924,13 @@ export declare class GameLift extends GameLiftClient {
|
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/**
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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 be continually called to track game session status.
|
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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
|
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|
+
* Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status
|
|
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|
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* with <code>DescribeGameSessions</code> should only be used for games in development with
|
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* low game session usage.
|
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* </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>
|
|
@@ -3022,20 +3074,20 @@ export declare class GameLift extends GameLiftClient {
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startFleetActions(args: StartFleetActionsCommandInput, cb: (err: any, data?: StartFleetActionsCommandOutput) => void): void;
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startFleetActions(args: StartFleetActionsCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: StartFleetActionsCommandOutput) => void): void;
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/**
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* <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon
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* <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon Web Services
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* searches for available resources on the queue's destinations, scanning each until it
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* finds resources or the placement request times out.</p>
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* <p>A game session placement request can also request player sessions. When a new game
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* session is successfully created, Amazon
|
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* session is successfully created, Amazon Web Services creates a player session for each player
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* included in the request.</p>
|
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* <p>When placing a game session, by default Amazon
|
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* <p>When placing a game session, by default Amazon Web Services tries each fleet in the order they
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* are listed in the queue configuration. Ideally, a queue's destinations are listed in
|
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* preference order.</p>
|
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* <p>Alternatively, when requesting a game session with players, you can also provide
|
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* latency data for each player in relevant Regions. Latency data indicates the performance
|
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|
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* lag a player experiences when connected to a fleet in the Region. Amazon
|
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* lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency
|
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|
* data to reorder the list of destinations to place the game session in a Region with
|
|
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|
-
* minimal lag. If latency data is provided for multiple players, Amazon
|
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* minimal lag. If latency data is provided for multiple players, Amazon Web Services calculates each
|
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|
* Region's average lag for all players and reorders to get the best game play across all
|
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* players. </p>
|
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|
* <p>To place a new game session request, specify the following:</p>
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@@ -3104,6 +3156,7 @@ export declare class GameLift extends GameLiftClient {
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* backfilled. Optionally, specify the <code>GameSession</code> ARN. If successful, a match
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* backfill ticket is created and returned with status set to QUEUED. Track the status of
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* backfill tickets using the same method for tracking tickets for new matches.</p>
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* <p>Only game sessions created by FlexMatch are supported for match backfill.</p>
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* <p>
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* <b>Learn more</b>
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* </p>
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@@ -3147,7 +3200,7 @@ export declare class GameLift extends GameLiftClient {
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* ticket is returned with status set to <code>QUEUED</code>. </p>
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* <p>Track matchmaking events to respond as needed and acquire game session connection
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* information for successfully completed matches. Ticket status updates are tracked using
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* event notification through Amazon Simple Notification Service
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* event notification through Amazon Simple Notification Service, which is defined in the matchmaking
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* configuration.</p>
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* <p>
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* <b>Learn more</b>
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@@ -3333,9 +3386,9 @@ export declare class GameLift extends GameLiftClient {
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suspendGameServerGroup(args: SuspendGameServerGroupCommandInput, cb: (err: any, data?: SuspendGameServerGroupCommandOutput) => void): void;
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suspendGameServerGroup(args: SuspendGameServerGroupCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: SuspendGameServerGroupCommandOutput) => void): void;
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/**
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* <p> Assigns a tag to a GameLift resource.
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* <p> Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional
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* management tool set. You can use tags to organize resources, create IAM permissions
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* policies to manage access to groups of resources, customize
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* policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc.
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* This operation handles the permissions necessary to manage tags for the following GameLift
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* resource types:</p>
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* <ul>
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* <b>Learn more</b>
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* </p>
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* <p>
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* <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
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* <i>
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* <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging Amazon Web Services Resources</a> in the
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* <i>Amazon Web Services General Reference</i>
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* </p>
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* <p>
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* <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
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*
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* Amazon Web Services Tagging Strategies</a>
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* </p>
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* <p>
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* <b>Related actions</b>
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@@ -3390,7 +3443,7 @@ export declare class GameLift extends GameLiftClient {
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tagResource(args: TagResourceCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: TagResourceCommandOutput) => void): void;
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/**
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* <p>Removes a tag that is assigned to a GameLift resource.
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* Resource tags are used to organize
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* Resource tags are used to organize Amazon Web Services resources for a range of purposes.
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* This operation handles the permissions necessary to manage tags for the following
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* GameLift resource types:</p>
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* <ul>
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@@ -3424,12 +3477,12 @@ export declare class GameLift extends GameLiftClient {
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* <b>Learn more</b>
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* </p>
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* <p>
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* <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging
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* <i>
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* <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging Amazon Web Services Resources</a> in the
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* <i>Amazon Web Services General Reference</i>
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* </p>
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* <p>
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* <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
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*
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* Amazon Web Services Tagging Strategies</a>
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* </p>
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* <p>
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* <b>Related actions</b>
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@@ -3536,10 +3589,10 @@ export declare class GameLift extends GameLiftClient {
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* changed manually or through automatic scaling. </p>
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* </li>
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* <li>
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* <p>Desired capacity: Manually set the number of EC2 instances to be maintained
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* <p>Desired capacity: Manually set the number of Amazon EC2 instances to be maintained
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* in a fleet location. Before changing a fleet's desired capacity, you may want to
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* call <a>DescribeEC2InstanceLimits</a> to get the maximum capacity of
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* the fleet's EC2 instance type. Alternatively, consider using automatic scaling
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* the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling
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* to adjust capacity based on player demand.</p>
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* </li>
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* </ul>
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@@ -3755,10 +3808,14 @@ export declare class GameLift extends GameLiftClient {
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* <b>Related actions</b>
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* </p>
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* <p>
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* <a>CreateGameSessionQueue</a>
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*
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* <a>
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*
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html">CreateGameSessionQueue</a>
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* |
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html">DescribeGameSessionQueues</a>
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* |
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html">UpdateGameSessionQueue</a>
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* |
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* <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html">DeleteGameSessionQueue</a>
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* |
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
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* </p>
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*/
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@@ -3843,13 +3900,13 @@ export declare class GameLift extends GameLiftClient {
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* original script was uploaded. Use the <i>Version</i> parameter to track
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* updates to the script.</p>
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* <p>If the call is successful, the updated metadata is stored in the script record and a
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* revised script is uploaded to the Amazon
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* revised script is uploaded to the Amazon Web Services service. Once the script is updated and
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* acquired by a fleet instance, the new version is used for all new game sessions. </p>
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* <p>
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* <b>Learn more</b>
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* </p>
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* <p>
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon
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* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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* </p>
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* <p>
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* <b>Related actions</b>
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