@aws-sdk/client-gamelift 3.726.1 → 3.728.0
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-cjs/index.js +31 -23
- package/dist-es/commands/ListContainerFleetsCommand.js +1 -1
- package/dist-es/models/models_0.js +4 -6
- package/dist-es/models/models_1.js +6 -0
- package/dist-es/protocols/Aws_json1_1.js +2 -0
- package/dist-types/commands/DescribeGameSessionPlacementCommand.d.ts +9 -3
- package/dist-types/commands/ListContainerFleetsCommand.d.ts +1 -1
- package/dist-types/commands/StartGameSessionPlacementCommand.d.ts +83 -30
- package/dist-types/commands/StopGameSessionPlacementCommand.d.ts +6 -0
- package/dist-types/commands/TerminateGameSessionCommand.d.ts +39 -30
- package/dist-types/models/models_0.d.ts +105 -77
- package/dist-types/models/models_1.d.ts +67 -12
- package/dist-types/ts3.4/commands/ListContainerFleetsCommand.d.ts +1 -1
- package/dist-types/ts3.4/models/models_0.d.ts +11 -12
- package/dist-types/ts3.4/models/models_1.d.ts +14 -0
- package/package.json +1 -1
package/dist-cjs/index.js
CHANGED
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@@ -220,6 +220,7 @@ __export(src_exports, {
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OperatingSystem: () => OperatingSystem,
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OutOfCapacityException: () => OutOfCapacityException,
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PlacedPlayerSessionFilterSensitiveLog: () => PlacedPlayerSessionFilterSensitiveLog,
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PlacementFallbackStrategy: () => PlacementFallbackStrategy,
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PlayerFilterSensitiveLog: () => PlayerFilterSensitiveLog,
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PlayerLatencyFilterSensitiveLog: () => PlayerLatencyFilterSensitiveLog,
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PlayerSessionCreationPolicy: () => PlayerSessionCreationPolicy,
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@@ -1355,6 +1356,10 @@ var GameServerInstanceStatus = {
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DRAINING: "DRAINING",
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SPOT_TERMINATING: "SPOT_TERMINATING"
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};
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var PlacementFallbackStrategy = {
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DEFAULT_AFTER_SINGLE_PASS: "DEFAULT_AFTER_SINGLE_PASS",
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NONE: "NONE"
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};
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var GameSessionPlacementState = {
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CANCELLED: "CANCELLED",
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FAILED: "FAILED",
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@@ -1668,12 +1673,6 @@ var ListComputeOutputFilterSensitiveLog = /* @__PURE__ */ __name((obj) => ({
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...obj,
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...obj.ComputeList && { ComputeList: obj.ComputeList.map((item) => ComputeFilterSensitiveLog(item)) }
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}), "ListComputeOutputFilterSensitiveLog");
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var ListContainerFleetsOutputFilterSensitiveLog = /* @__PURE__ */ __name((obj) => ({
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...obj,
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...obj.ContainerFleets && {
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ContainerFleets: obj.ContainerFleets.map((item) => ContainerFleetFilterSensitiveLog(item))
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}
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}), "ListContainerFleetsOutputFilterSensitiveLog");
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// src/protocols/Aws_json1_1.ts
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var import_core2 = require("@aws-sdk/core");
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@@ -4237,7 +4236,8 @@ var se_StartGameSessionPlacementInput = /* @__PURE__ */ __name((input, context)
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GameSessionQueueName: [],
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MaximumPlayerSessionCount: [],
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PlacementId: [],
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PlayerLatencies: (_) => se_PlayerLatencyList(_, context)
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PlayerLatencies: (_) => se_PlayerLatencyList(_, context),
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PriorityConfigurationOverride: import_smithy_client._json
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});
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}, "se_StartGameSessionPlacementInput");
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var se_StartMatchBackfillInput = /* @__PURE__ */ __name((input, context) => {
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@@ -4797,6 +4797,7 @@ var de_GameSessionPlacement = /* @__PURE__ */ __name((output, context) => {
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PlacementId: import_smithy_client.expectString,
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PlayerLatencies: (_) => de_PlayerLatencyList(_, context),
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Port: import_smithy_client.expectInt32,
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PriorityConfigurationOverride: import_smithy_client._json,
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StartTime: (_) => (0, import_smithy_client.expectNonNull)((0, import_smithy_client.parseEpochTimestamp)((0, import_smithy_client.expectNumber)(_))),
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Status: import_smithy_client.expectString
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});
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@@ -6357,21 +6358,6 @@ var ListComputeCommand = class extends import_smithy_client.Command.classBuilder
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var ListContainerFleetsCommand = class extends import_smithy_client.Command.classBuilder().ep(commonParams).m(function(Command, cs, config, o) {
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return [
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(0, import_middleware_serde.getSerdePlugin)(config, this.serialize, this.deserialize),
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(0, import_middleware_endpoint.getEndpointPlugin)(config, Command.getEndpointParameterInstructions())
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];
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}).s("GameLift", "ListContainerFleets", {}).n("GameLiftClient", "ListContainerFleetsCommand").f(void 0, ListContainerFleetsOutputFilterSensitiveLog).ser(se_ListContainerFleetsCommand).de(de_ListContainerFleetsCommand).build() {
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static {
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__name(this, "ListContainerFleetsCommand");
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}
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};
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-
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// src/commands/ListContainerGroupDefinitionsCommand.ts
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-
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// src/models/models_1.ts
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@@ -6390,6 +6376,12 @@ var TerminationMode = {
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var GameServerHealthCheck = {
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HEALTHY: "HEALTHY"
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};
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var ListContainerFleetsOutputFilterSensitiveLog = /* @__PURE__ */ __name((obj) => ({
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...obj,
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...obj.ContainerFleets && {
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ContainerFleets: obj.ContainerFleets.map((item) => ContainerFleetFilterSensitiveLog(item))
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}
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}), "ListContainerFleetsOutputFilterSensitiveLog");
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var ListContainerGroupDefinitionsOutputFilterSensitiveLog = /* @__PURE__ */ __name((obj) => ({
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...obj
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}), "ListContainerGroupDefinitionsOutputFilterSensitiveLog");
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@@ -6495,7 +6487,22 @@ var UpdateGameSessionOutputFilterSensitiveLog = /* @__PURE__ */ __name((obj) =>
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...obj.GameSession && { GameSession: GameSessionFilterSensitiveLog(obj.GameSession) }
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}), "UpdateGameSessionOutputFilterSensitiveLog");
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// src/commands/ListContainerFleetsCommand.ts
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var ListContainerFleetsCommand = class extends import_smithy_client.Command.classBuilder().ep(commonParams).m(function(Command, cs, config, o) {
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return [
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(0, import_middleware_serde.getSerdePlugin)(config, this.serialize, this.deserialize),
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(0, import_middleware_endpoint.getEndpointPlugin)(config, Command.getEndpointParameterInstructions())
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];
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}).s("GameLift", "ListContainerFleets", {}).n("GameLiftClient", "ListContainerFleetsCommand").f(void 0, ListContainerFleetsOutputFilterSensitiveLog).ser(se_ListContainerFleetsCommand).de(de_ListContainerFleetsCommand).build() {
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static {
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__name(this, "ListContainerFleetsCommand");
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}
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};
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// src/commands/ListContainerGroupDefinitionsCommand.ts
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var ListContainerGroupDefinitionsCommand = class extends import_smithy_client.Command.classBuilder().ep(commonParams).m(function(Command, cs, config, o) {
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return [
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(0, import_middleware_serde.getSerdePlugin)(config, this.serialize, this.deserialize),
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@@ -7573,6 +7580,7 @@ var paginateSearchGameSessions = (0, import_core.createPaginator)(GameLiftClient
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EventCode,
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LocationUpdateStatus,
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GameServerInstanceStatus,
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PlacementFallbackStrategy,
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GameSessionPlacementState,
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InstanceStatus,
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MatchmakingConfigurationStatus,
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@@ -7633,11 +7641,11 @@ var paginateSearchGameSessions = (0, import_core.createPaginator)(GameLiftClient
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InstanceAccessFilterSensitiveLog,
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GetInstanceAccessOutputFilterSensitiveLog,
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ListComputeOutputFilterSensitiveLog,
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ListContainerFleetsOutputFilterSensitiveLog,
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SortOrder,
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LocationFilter,
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TerminationMode,
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GameServerHealthCheck,
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ListContainerFleetsOutputFilterSensitiveLog,
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ListContainerGroupDefinitionsOutputFilterSensitiveLog,
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ListContainerGroupDefinitionVersionsOutputFilterSensitiveLog,
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RegisterComputeInputFilterSensitiveLog,
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@@ -2,7 +2,7 @@ import { getEndpointPlugin } from "@smithy/middleware-endpoint";
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import { getSerdePlugin } from "@smithy/middleware-serde";
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import { Command as $Command } from "@smithy/smithy-client";
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import { commonParams } from "../endpoint/EndpointParameters";
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import { ListContainerFleetsOutputFilterSensitiveLog, } from "../models/
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import { ListContainerFleetsOutputFilterSensitiveLog, } from "../models/models_1";
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import { de_ListContainerFleetsCommand, se_ListContainerFleetsCommand } from "../protocols/Aws_json1_1";
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export { $Command };
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export class ListContainerFleetsCommand extends $Command
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DRAINING: "DRAINING",
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SPOT_TERMINATING: "SPOT_TERMINATING",
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};
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export const PlacementFallbackStrategy = {
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DEFAULT_AFTER_SINGLE_PASS: "DEFAULT_AFTER_SINGLE_PASS",
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NONE: "NONE",
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};
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export const GameSessionPlacementState = {
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CANCELLED: "CANCELLED",
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FAILED: "FAILED",
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...(obj.ComputeList && { ComputeList: obj.ComputeList.map((item) => ComputeFilterSensitiveLog(item)) }),
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});
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export const ListContainerFleetsOutputFilterSensitiveLog = (obj) => ({
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}),
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});
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export const GameServerHealthCheck = {
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HEALTHY: "HEALTHY",
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};
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export const ListContainerFleetsOutputFilterSensitiveLog = (obj) => ({
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...obj,
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...(obj.ContainerFleets && {
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ContainerFleets: obj.ContainerFleets.map((item) => ContainerFleetFilterSensitiveLog(item)),
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}),
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});
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export const ListContainerGroupDefinitionsOutputFilterSensitiveLog = (obj) => ({
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});
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MaximumPlayerSessionCount: [],
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PlacementId: [],
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PlayerLatencies: (_) => se_PlayerLatencyList(_, context),
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PriorityConfigurationOverride: _json,
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});
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};
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const se_StartMatchBackfillInput = (input, context) => {
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PlacementId: __expectString,
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PlayerLatencies: (_) => de_PlayerLatencyList(_, context),
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Port: __expectInt32,
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PriorityConfigurationOverride: _json,
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StartTime: (_) => __expectNonNull(__parseEpochTimestamp(__expectNumber(_))),
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Status: __expectString,
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});
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* <p>To get game session placement details, specify the placement ID.</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
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*
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* you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or
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* queues. Continuously polling with <code>DescribeGameSessionPlacement</code> should only
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* be used for games in development with low game session usage. </p>
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* @example
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* Use a bare-bones client and the command you need to make an API call.
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* ```javascript
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* // ],
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* // GameSessionData: "STRING_VALUE",
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* // MatchmakerData: "STRING_VALUE",
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* // PriorityConfigurationOverride: { // PriorityConfigurationOverride
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* // PlacementFallbackStrategy: "DEFAULT_AFTER_SINGLE_PASS" || "NONE",
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* // LocationOrder: [ // LocationOrderOverrideList // required
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* // "STRING_VALUE",
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* // ],
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* // },
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* // };
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import { Command as $Command } from "@smithy/smithy-client";
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import { MetadataBearer as __MetadataBearer } from "@smithy/types";
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import { GameLiftClientResolvedConfig, ServiceInputTypes, ServiceOutputTypes } from "../GameLiftClient";
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import { ListContainerFleetsInput, ListContainerFleetsOutput } from "../models/
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import { ListContainerFleetsInput, ListContainerFleetsOutput } from "../models/models_1";
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/**
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* @public
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*/
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getEndpointParameterInstructions(): import("@smithy/middleware-endpoint").EndpointParameterInstructions;
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};
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/**
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* <p>
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* request, Amazon GameLift
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* <p>
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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 GameLift 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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* <p>Makes a request to start a new game session using a game session queue. When
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* processing a placement request in a queue, Amazon GameLift finds the best possible available
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* resource to host the game session and prompts the resource to start the game session. </p>
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* <p>
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* <b>Request options</b>
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* </p>
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* <p>Call this API with the following minimum parameters:
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* <i>GameSessionQueueName</i>,
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* <i>MaximumPlayerSessionCount</i>, and
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* <i>PlacementID</i>. You can also include game session data (data formatted
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* as strings) or game properties (data formatted as key-value pairs) to pass to the new
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* game session.</p>
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* <ul>
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* <li>
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* <p>
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* <p>You can change how Amazon GameLift chooses a hosting resource for the new game session.
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* Prioritizing resources for game session placements is defined when you configure
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* a game session queue. You can use the default prioritization process or specify
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* a custom process by providing a <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_PriorityConfiguration.html">
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* PriorityConfiguration</a> when you create or update a queue.</p>
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* <ul>
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* <p>Prioritize based on resource cost and location, using the queue's
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* configured priority settings. Call this API with the minimum
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* parameters.</p>
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* </li>
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* <li>
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* <p>Prioritize based on latency. Include a set of values for
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* with or without player session data. This option instructs Amazon GameLift to
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* reorder the queue's prioritized locations list based on the latency
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* data. If latency data is provided for multiple players, Amazon GameLift
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* calculates each location's average latency for all players and reorders
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* to find the lowest latency across all players. Don't include latency
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* data if you're providing a custom list of locations.</p>
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* </li>
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* <li>
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* <p>Prioritize based on a custom list of locations. If you're using a
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* queue that's configured to prioritize location first (see <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_PriorityConfiguration.html">PriorityConfiguration</a> for game session queues), use the
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* <i>PriorityConfigurationOverride</i> parameter to
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* substitute a different location list for this placement request. When
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* prioritizing placements by location, Amazon GameLift searches each location in
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* prioritized order to find an available hosting resource for the new game
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* session. You can choose whether to use the override list for the first
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* placement attempt only or for all attempts.</p>
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* </li>
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* </ul>
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* <p>
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*
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* <p>You can request new player sessions for a group of players. Include the
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* <i>DesiredPlayerSessions</i> parameter and include at minimum
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* a unique player ID for each. You can also include player-specific data to pass
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* to the new game session. </p>
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* </li>
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* </ul>
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* <p>
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* <b>Result</b>
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* </p>
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* <p>If successful, this request generates a new game session placement request and adds it
|
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* to the game session queue for Amazon GameLift to process in turn. You can track the status of
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* individual placement requests by calling <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html">DescribeGameSessionPlacement</a>. A new game session is running if the status
|
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* is <code>FULFILLED</code> and the request returns the game session connection
|
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* information (IP address and port). If you include player session data, Amazon GameLift creates a
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* player session for each player ID in the request.</p>
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* <p>The request results in a <code>BadRequestException</code> in the following
|
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* situations:</p>
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* <ul>
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* <li>
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-
* <p>
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-
*
|
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-
* include it, you must also provide a unique ID for each player)</p>
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|
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* <p>If the request includes both <i>PlayerLatencies</i> and
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* <i>PriorityConfigurationOverride</i> parameters.</p>
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|
* </li>
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* <li>
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|
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|
-
* <p>
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|
-
*
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|
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* <p>If the request includes the <i>PriorityConfigurationOverride</i>
|
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|
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* parameter and designates a queue doesn't prioritize locations.</p>
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103
|
* </li>
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104
|
* </ul>
|
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* <p>
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|
-
*
|
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|
-
*
|
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|
-
* and Region are referenced. If the placement request times out, you can resubmit the
|
|
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|
-
* request or retry it with a different queue. </p>
|
|
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|
+
* <p>Amazon GameLift continues to retry each placement request until it reaches the queue's timeout
|
|
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|
+
* setting. If a request times out, you can resubmit the request to the same queue or try a
|
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+
* different queue. </p>
|
|
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108
|
* @example
|
|
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109
|
* Use a bare-bones client and the command you need to make an API call.
|
|
72
110
|
* ```javascript
|
|
@@ -98,6 +136,12 @@ declare const StartGameSessionPlacementCommand_base: {
|
|
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98
136
|
* },
|
|
99
137
|
* ],
|
|
100
138
|
* GameSessionData: "STRING_VALUE",
|
|
139
|
+
* PriorityConfigurationOverride: { // PriorityConfigurationOverride
|
|
140
|
+
* PlacementFallbackStrategy: "DEFAULT_AFTER_SINGLE_PASS" || "NONE",
|
|
141
|
+
* LocationOrder: [ // LocationOrderOverrideList // required
|
|
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|
+
* "STRING_VALUE",
|
|
143
|
+
* ],
|
|
144
|
+
* },
|
|
101
145
|
* };
|
|
102
146
|
* const command = new StartGameSessionPlacementCommand(input);
|
|
103
147
|
* const response = await client.send(command);
|
|
@@ -137,6 +181,12 @@ declare const StartGameSessionPlacementCommand_base: {
|
|
|
137
181
|
* // ],
|
|
138
182
|
* // GameSessionData: "STRING_VALUE",
|
|
139
183
|
* // MatchmakerData: "STRING_VALUE",
|
|
184
|
+
* // PriorityConfigurationOverride: { // PriorityConfigurationOverride
|
|
185
|
+
* // PlacementFallbackStrategy: "DEFAULT_AFTER_SINGLE_PASS" || "NONE",
|
|
186
|
+
* // LocationOrder: [ // LocationOrderOverrideList // required
|
|
187
|
+
* // "STRING_VALUE",
|
|
188
|
+
* // ],
|
|
189
|
+
* // },
|
|
140
190
|
* // },
|
|
141
191
|
* // };
|
|
142
192
|
*
|
|
@@ -162,6 +212,9 @@ declare const StartGameSessionPlacementCommand_base: {
|
|
|
162
212
|
* @throws {@link UnauthorizedException} (client fault)
|
|
163
213
|
* <p>The client failed authentication. Clients should not retry such requests.</p>
|
|
164
214
|
*
|
|
215
|
+
* @throws {@link UnsupportedRegionException} (client fault)
|
|
216
|
+
* <p>The requested operation is not supported in the Region specified.</p>
|
|
217
|
+
*
|
|
165
218
|
* @throws {@link GameLiftServiceException}
|
|
166
219
|
* <p>Base exception class for all service exceptions from GameLift service.</p>
|
|
167
220
|
*
|
|
@@ -77,6 +77,12 @@ declare const StopGameSessionPlacementCommand_base: {
|
|
|
77
77
|
* // ],
|
|
78
78
|
* // GameSessionData: "STRING_VALUE",
|
|
79
79
|
* // MatchmakerData: "STRING_VALUE",
|
|
80
|
+
* // PriorityConfigurationOverride: { // PriorityConfigurationOverride
|
|
81
|
+
* // PlacementFallbackStrategy: "DEFAULT_AFTER_SINGLE_PASS" || "NONE",
|
|
82
|
+
* // LocationOrder: [ // LocationOrderOverrideList // required
|
|
83
|
+
* // "STRING_VALUE",
|
|
84
|
+
* // ],
|
|
85
|
+
* // },
|
|
80
86
|
* // },
|
|
81
87
|
* // };
|
|
82
88
|
*
|
|
@@ -27,46 +27,55 @@ declare const TerminateGameSessionCommand_base: {
|
|
|
27
27
|
getEndpointParameterInstructions(): import("@smithy/middleware-endpoint").EndpointParameterInstructions;
|
|
28
28
|
};
|
|
29
29
|
/**
|
|
30
|
-
* <p>Ends a game session that's currently in progress.
|
|
31
|
-
*
|
|
32
|
-
*
|
|
33
|
-
*
|
|
34
|
-
*
|
|
35
|
-
*
|
|
36
|
-
*
|
|
37
|
-
* <p>There are two potential methods for terminating a game session:</p>
|
|
38
|
-
* <ul>
|
|
39
|
-
* <li>
|
|
40
|
-
* <p>With a graceful termination, the Amazon GameLift service prompts the server process to initiate its
|
|
41
|
-
* normal game session shutdown sequence. This sequence is implemented in the game
|
|
42
|
-
* server code and might involve a variety of actions to gracefully end a game
|
|
43
|
-
* session, such as notifying players, and stop the server process. </p>
|
|
44
|
-
* </li>
|
|
45
|
-
* <li>
|
|
46
|
-
* <p>With a forceful termination, the Amazon GameLift service takes immediate action to terminate the game
|
|
47
|
-
* session by stopping the server process. Termination occurs without the normal
|
|
48
|
-
* game session shutdown sequence. </p>
|
|
49
|
-
* </li>
|
|
50
|
-
* </ul>
|
|
30
|
+
* <p>Ends a game session that's currently in progress. Use this action to terminate any
|
|
31
|
+
* game session that isn't in <code>ERROR</code> status. Terminating a game session is the
|
|
32
|
+
* most efficient way to free up a server process when it's hosting a game session that's
|
|
33
|
+
* in a bad state or not ending properly. You can use this action to terminate a game
|
|
34
|
+
* session that's being hosted on any type of Amazon GameLift fleet compute, including computes for
|
|
35
|
+
* managed EC2, managed container, and Anywhere fleets. The game server must be integrated
|
|
36
|
+
* with Amazon GameLift server SDK 5.x or greater.</p>
|
|
51
37
|
* <p>
|
|
52
38
|
* <b>Request options</b>
|
|
53
39
|
* </p>
|
|
40
|
+
* <p>Request termination for a single game session. Provide the game session ID and the
|
|
41
|
+
* termination mode. There are two potential methods for terminating a game session:</p>
|
|
54
42
|
* <ul>
|
|
55
43
|
* <li>
|
|
56
|
-
* <p>
|
|
57
|
-
* the
|
|
44
|
+
* <p>Initiate a graceful termination using the normal game session shutdown
|
|
45
|
+
* sequence. With this mode, the Amazon GameLift service prompts the server process that's
|
|
46
|
+
* hosting the game session by calling the server SDK callback method
|
|
47
|
+
* <code>OnProcessTerminate()</code>. The callback implementation is part of
|
|
48
|
+
* the custom game server code. It might involve a variety of actions to gracefully
|
|
49
|
+
* end a game session, such as notifying players, before stopping the server
|
|
50
|
+
* process.</p>
|
|
51
|
+
* </li>
|
|
52
|
+
* <li>
|
|
53
|
+
* <p>Force an immediate game session termination. With this mode, the Amazon GameLift
|
|
54
|
+
* service takes action to stop the server process, which ends the game session
|
|
55
|
+
* without the normal game session shutdown sequence. </p>
|
|
58
56
|
* </li>
|
|
59
57
|
* </ul>
|
|
60
58
|
* <p>
|
|
61
59
|
* <b>Results</b>
|
|
62
60
|
* </p>
|
|
63
|
-
* <p>If successful, game session termination is initiated
|
|
64
|
-
* session status to <code>TERMINATING</code>.
|
|
65
|
-
*
|
|
66
|
-
*
|
|
67
|
-
*
|
|
68
|
-
*
|
|
69
|
-
*
|
|
61
|
+
* <p>If successful, game session termination is initiated. During this activity, the game
|
|
62
|
+
* session status is changed to <code>TERMINATING</code>. When completed, the server
|
|
63
|
+
* process that was hosting the game session has been stopped and replaced with a new
|
|
64
|
+
* server process that's ready to host a new game session. The old game session's status is
|
|
65
|
+
* changed to <code>TERMINATED</code> with a status reason that indicates the termination
|
|
66
|
+
* method used.</p>
|
|
67
|
+
* <p>
|
|
68
|
+
* <b>Learn more</b>
|
|
69
|
+
* </p>
|
|
70
|
+
* <p>
|
|
71
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html">Add Amazon GameLift to your game server</a>
|
|
72
|
+
* </p>
|
|
73
|
+
* <p>Amazon GameLift server SDK 5 reference guide for <code>OnProcessTerminate()</code>
|
|
74
|
+
* (<a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-cpp-initsdk.html">C++</a>)
|
|
75
|
+
* (<a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-csharp-initsdk.html">C#</a>)
|
|
76
|
+
* (<a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-unreal-initsdk.html">Unreal</a>)
|
|
77
|
+
* (<a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk-go-initsdk.html">Go</a>)
|
|
78
|
+
* </p>
|
|
70
79
|
* @example
|
|
71
80
|
* Use a bare-bones client and the command you need to make an API call.
|
|
72
81
|
* ```javascript
|
|
@@ -4613,9 +4613,9 @@ export interface GameSessionQueueDestination {
|
|
|
4613
4613
|
}
|
|
4614
4614
|
/**
|
|
4615
4615
|
* <p>A list of fleet locations where a game session queue can place new game sessions. You
|
|
4616
|
-
* can use a filter to temporarily
|
|
4617
|
-
* that have multi-location fleets, you can use a filter configuration allow
|
|
4618
|
-
* some, but not all of
|
|
4616
|
+
* can use a filter to temporarily exclude specific locations from receiving placements.
|
|
4617
|
+
* For queues that have multi-location fleets, you can use a filter configuration allow
|
|
4618
|
+
* placement with some, but not all, of a fleet's locations.</p>
|
|
4619
4619
|
* @public
|
|
4620
4620
|
*/
|
|
4621
4621
|
export interface FilterConfiguration {
|
|
@@ -4664,54 +4664,56 @@ export declare const PriorityType: {
|
|
|
4664
4664
|
*/
|
|
4665
4665
|
export type PriorityType = (typeof PriorityType)[keyof typeof PriorityType];
|
|
4666
4666
|
/**
|
|
4667
|
-
* <p>Custom prioritization settings for
|
|
4668
|
-
*
|
|
4669
|
-
* default FleetIQ prioritization process
|
|
4667
|
+
* <p>Custom prioritization settings for a game session queue to use when searching for
|
|
4668
|
+
* available game servers to place new game sessions. This configuration replaces the
|
|
4669
|
+
* default FleetIQ prioritization process. </p>
|
|
4670
|
+
* <p>By default, a queue makes placements based on the following default
|
|
4671
|
+
* prioritizations:</p>
|
|
4670
4672
|
* <ul>
|
|
4671
4673
|
* <li>
|
|
4672
|
-
* <p>If player latency data is included in a game session request,
|
|
4673
|
-
*
|
|
4674
|
-
*
|
|
4675
|
-
*
|
|
4676
|
-
*
|
|
4677
|
-
*
|
|
4674
|
+
* <p>If player latency data is included in a game session request, Amazon GameLift
|
|
4675
|
+
* prioritizes placing game sessions where the average player latency is lowest.
|
|
4676
|
+
* Amazon GameLift re-orders the queue's destinations and locations (for multi-location
|
|
4677
|
+
* fleets) based on the following priorities: (1) the lowest average latency across
|
|
4678
|
+
* all players, (2) the lowest hosting cost, (3) the queue's default destination
|
|
4679
|
+
* order, and then (4), an alphabetic list of locations.</p>
|
|
4678
4680
|
* </li>
|
|
4679
4681
|
* <li>
|
|
4680
|
-
* <p>If player latency data is not included,
|
|
4681
|
-
*
|
|
4682
|
-
*
|
|
4683
|
-
*
|
|
4684
|
-
*
|
|
4685
|
-
*
|
|
4682
|
+
* <p>If player latency data is not included, Amazon GameLift prioritizes placing game
|
|
4683
|
+
* sessions in the queue's first destination. If that fleet has multiple locations,
|
|
4684
|
+
* the game session is placed on the first location (when listed alphabetically).
|
|
4685
|
+
* Amazon GameLift re-orders the queue's destinations and locations (for multi-location
|
|
4686
|
+
* fleets) based on the following priorities: (1) the queue's default destination
|
|
4687
|
+
* order, and then (2) an alphabetic list of locations.</p>
|
|
4686
4688
|
* </li>
|
|
4687
4689
|
* </ul>
|
|
4688
|
-
* <p>Changing the priority order will affect how game sessions are placed.</p>
|
|
4689
4690
|
* @public
|
|
4690
4691
|
*/
|
|
4691
4692
|
export interface PriorityConfiguration {
|
|
4692
4693
|
/**
|
|
4693
|
-
* <p>
|
|
4694
|
-
*
|
|
4694
|
+
* <p>A custom sequence to use when prioritizing where to place new game sessions. Each
|
|
4695
|
+
* priority type is listed once.</p>
|
|
4695
4696
|
* <ul>
|
|
4696
4697
|
* <li>
|
|
4697
4698
|
* <p>
|
|
4698
|
-
* <code>LATENCY</code> --
|
|
4699
|
-
* latency
|
|
4699
|
+
* <code>LATENCY</code> -- Amazon GameLift prioritizes locations where the average player
|
|
4700
|
+
* latency is lowest. Player latency data is provided in each game session
|
|
4701
|
+
* placement request.</p>
|
|
4700
4702
|
* </li>
|
|
4701
4703
|
* <li>
|
|
4702
4704
|
* <p>
|
|
4703
|
-
* <code>COST</code> --
|
|
4705
|
+
* <code>COST</code> -- Amazon GameLift prioritizes destinations with the lowest current
|
|
4704
4706
|
* hosting costs. Cost is evaluated based on the location, instance type, and fleet
|
|
4705
|
-
* type (Spot or On-Demand)
|
|
4707
|
+
* type (Spot or On-Demand) of each destination in the queue.</p>
|
|
4706
4708
|
* </li>
|
|
4707
4709
|
* <li>
|
|
4708
4710
|
* <p>
|
|
4709
|
-
* <code>DESTINATION</code> --
|
|
4710
|
-
* destinations
|
|
4711
|
+
* <code>DESTINATION</code> -- Amazon GameLift prioritizes based on the list order of
|
|
4712
|
+
* destinations in the queue configuration.</p>
|
|
4711
4713
|
* </li>
|
|
4712
4714
|
* <li>
|
|
4713
4715
|
* <p>
|
|
4714
|
-
* <code>LOCATION</code> --
|
|
4716
|
+
* <code>LOCATION</code> -- Amazon GameLift prioritizes based on the provided order of
|
|
4715
4717
|
* locations, as defined in <code>LocationOrder</code>. </p>
|
|
4716
4718
|
* </li>
|
|
4717
4719
|
* </ul>
|
|
@@ -4720,9 +4722,11 @@ export interface PriorityConfiguration {
|
|
|
4720
4722
|
PriorityOrder?: PriorityType[] | undefined;
|
|
4721
4723
|
/**
|
|
4722
4724
|
* <p>The prioritization order to use for fleet locations, when the
|
|
4723
|
-
* <code>PriorityOrder</code> property includes <code>LOCATION</code>. Locations
|
|
4724
|
-
*
|
|
4725
|
-
* be listed once.
|
|
4725
|
+
* <code>PriorityOrder</code> property includes <code>LOCATION</code>. Locations can
|
|
4726
|
+
* include Amazon Web Services Region codes (such as <code>us-west-2</code>), local zones, and custom
|
|
4727
|
+
* locations (for Anywhere fleets). Each location must be listed only once. For details, see
|
|
4728
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html">Amazon GameLift service locations.</a>
|
|
4729
|
+
* </p>
|
|
4726
4730
|
* @public
|
|
4727
4731
|
*/
|
|
4728
4732
|
LocationOrder?: string[] | undefined;
|
|
@@ -7637,6 +7641,63 @@ export interface PlayerLatency {
|
|
|
7637
7641
|
*/
|
|
7638
7642
|
LatencyInMilliseconds?: number | undefined;
|
|
7639
7643
|
}
|
|
7644
|
+
/**
|
|
7645
|
+
* @public
|
|
7646
|
+
* @enum
|
|
7647
|
+
*/
|
|
7648
|
+
export declare const PlacementFallbackStrategy: {
|
|
7649
|
+
readonly DEFAULT_AFTER_SINGLE_PASS: "DEFAULT_AFTER_SINGLE_PASS";
|
|
7650
|
+
readonly NONE: "NONE";
|
|
7651
|
+
};
|
|
7652
|
+
/**
|
|
7653
|
+
* @public
|
|
7654
|
+
*/
|
|
7655
|
+
export type PlacementFallbackStrategy = (typeof PlacementFallbackStrategy)[keyof typeof PlacementFallbackStrategy];
|
|
7656
|
+
/**
|
|
7657
|
+
* <p>An alternate list of prioritized locations for use with a game session queue. When
|
|
7658
|
+
* this property is included in a <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a> request, this list overrides the queue's default
|
|
7659
|
+
* location prioritization, as defined in the queue's <a href="gamelift/latest/apireference/API_PriorityConfiguration.html">PriorityConfiguration</a> setting (<i>LocationOrder</i>). This
|
|
7660
|
+
* property overrides the queue's default priority list for individual placement requests
|
|
7661
|
+
* only. Use this property only with queues that have a <code>PriorityConfiguration</code>
|
|
7662
|
+
* setting that prioritizes first. </p>
|
|
7663
|
+
* <note>
|
|
7664
|
+
* <p>A priority configuration override list does not override a queue's
|
|
7665
|
+
* FilterConfiguration setting, if the queue has one. Filter configurations are used to
|
|
7666
|
+
* limit placements to a subset of the locations in a queue's destinations. If the
|
|
7667
|
+
* override list includes a location that's not included in the FilterConfiguration
|
|
7668
|
+
* allowed list, Amazon GameLift won't attempt to place a game session there.</p>
|
|
7669
|
+
* </note>
|
|
7670
|
+
* @public
|
|
7671
|
+
*/
|
|
7672
|
+
export interface PriorityConfigurationOverride {
|
|
7673
|
+
/**
|
|
7674
|
+
* <p>Instructions for how to use the override list if the first round of placement attempts fails. The first round is a failure if
|
|
7675
|
+
* Amazon GameLift searches all listed locations, in all of the queue's destinations, without finding an available hosting resource
|
|
7676
|
+
* for a new game session. Valid strategies include: </p>
|
|
7677
|
+
* <ul>
|
|
7678
|
+
* <li>
|
|
7679
|
+
* <p>
|
|
7680
|
+
* <code>DEFAULT_AFTER_SINGLE_PASS</code> -- After the first round of placement attempts, discard the override list and
|
|
7681
|
+
* use the queue's default location priority list. Continue to use the queue's default list until the placement request times out.</p>
|
|
7682
|
+
* </li>
|
|
7683
|
+
* <li>
|
|
7684
|
+
* <p>
|
|
7685
|
+
* <code>NONE</code> -- Continue to use the override list for all rounds of placement attempts until the placement request times out.</p>
|
|
7686
|
+
* </li>
|
|
7687
|
+
* </ul>
|
|
7688
|
+
* @public
|
|
7689
|
+
*/
|
|
7690
|
+
PlacementFallbackStrategy?: PlacementFallbackStrategy | undefined;
|
|
7691
|
+
/**
|
|
7692
|
+
* <p>A prioritized list of hosting locations. The list can include Amazon Web Services Regions (such as
|
|
7693
|
+
* <code>us-west-2</code>), local zones, and custom locations (for Anywhere fleets).
|
|
7694
|
+
* Each location must be listed only once. For details, see
|
|
7695
|
+
* <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html">Amazon GameLift service locations.</a>
|
|
7696
|
+
* </p>
|
|
7697
|
+
* @public
|
|
7698
|
+
*/
|
|
7699
|
+
LocationOrder: string[] | undefined;
|
|
7700
|
+
}
|
|
7640
7701
|
/**
|
|
7641
7702
|
* @public
|
|
7642
7703
|
* @enum
|
|
@@ -7662,7 +7723,7 @@ export type GameSessionPlacementState = (typeof GameSessionPlacementState)[keyof
|
|
|
7662
7723
|
* <code>FULFILLED</code>. When the placement is in <code>PENDING</code> status,
|
|
7663
7724
|
* Amazon GameLift may attempt to place a game session multiple times before succeeding. With
|
|
7664
7725
|
* each attempt it creates a <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession">https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession</a> object and updates this
|
|
7665
|
-
* placement object with the new game session properties
|
|
7726
|
+
* placement object with the new game session properties.</p>
|
|
7666
7727
|
* </note>
|
|
7667
7728
|
* @public
|
|
7668
7729
|
*/
|
|
@@ -7749,7 +7810,7 @@ export interface GameSessionPlacement {
|
|
|
7749
7810
|
*/
|
|
7750
7811
|
GameSessionRegion?: string | undefined;
|
|
7751
7812
|
/**
|
|
7752
|
-
* <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
7813
|
+
* <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.</p>
|
|
7753
7814
|
* @public
|
|
7754
7815
|
*/
|
|
7755
7816
|
PlayerLatencies?: PlayerLatency[] | undefined;
|
|
@@ -7813,6 +7874,16 @@ export interface GameSessionPlacement {
|
|
|
7813
7874
|
* @public
|
|
7814
7875
|
*/
|
|
7815
7876
|
MatchmakerData?: string | undefined;
|
|
7877
|
+
/**
|
|
7878
|
+
* <p>A prioritized list of locations to use with a game session placement request and
|
|
7879
|
+
* instructions on how to use it. This list overrides a queue's prioritized location list
|
|
7880
|
+
* for a single game session placement request only. The list can include Amazon Web Services Regions,
|
|
7881
|
+
* local zones, and custom locations (for Anywhere fleets). The fallback strategy instructs
|
|
7882
|
+
* Amazon GameLift to use the override list for the first placement attempt only or for all
|
|
7883
|
+
* placement attempts.</p>
|
|
7884
|
+
* @public
|
|
7885
|
+
*/
|
|
7886
|
+
PriorityConfigurationOverride?: PriorityConfigurationOverride | undefined;
|
|
7816
7887
|
}
|
|
7817
7888
|
/**
|
|
7818
7889
|
* @public
|
|
@@ -8188,7 +8259,7 @@ export interface Player {
|
|
|
8188
8259
|
*/
|
|
8189
8260
|
Team?: string | undefined;
|
|
8190
8261
|
/**
|
|
8191
|
-
* <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
8262
|
+
* <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. If this property is present, FlexMatch considers placing the match only in
|
|
8192
8263
|
* Regions for which latency is reported. </p>
|
|
8193
8264
|
* <p>If a matchmaker has a rule that evaluates player latency, players must report latency
|
|
8194
8265
|
* in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that
|
|
@@ -9472,45 +9543,6 @@ export interface ListComputeOutput {
|
|
|
9472
9543
|
*/
|
|
9473
9544
|
NextToken?: string | undefined;
|
|
9474
9545
|
}
|
|
9475
|
-
/**
|
|
9476
|
-
* @public
|
|
9477
|
-
*/
|
|
9478
|
-
export interface ListContainerFleetsInput {
|
|
9479
|
-
/**
|
|
9480
|
-
* <p>The container group definition to filter the list on. Use this parameter to retrieve
|
|
9481
|
-
* only those fleets that use the specified container group definition. You can specify the
|
|
9482
|
-
* container group definition's name to get fleets with the latest versions. Alternatively,
|
|
9483
|
-
* provide an ARN value to get fleets with a specific version number.</p>
|
|
9484
|
-
* @public
|
|
9485
|
-
*/
|
|
9486
|
-
ContainerGroupDefinitionName?: string | undefined;
|
|
9487
|
-
/**
|
|
9488
|
-
* <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages.</p>
|
|
9489
|
-
* @public
|
|
9490
|
-
*/
|
|
9491
|
-
Limit?: number | undefined;
|
|
9492
|
-
/**
|
|
9493
|
-
* <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.</p>
|
|
9494
|
-
* @public
|
|
9495
|
-
*/
|
|
9496
|
-
NextToken?: string | undefined;
|
|
9497
|
-
}
|
|
9498
|
-
/**
|
|
9499
|
-
* @public
|
|
9500
|
-
*/
|
|
9501
|
-
export interface ListContainerFleetsOutput {
|
|
9502
|
-
/**
|
|
9503
|
-
* <p>A collection of container fleet objects for all fleets that match the request
|
|
9504
|
-
* criteria.</p>
|
|
9505
|
-
* @public
|
|
9506
|
-
*/
|
|
9507
|
-
ContainerFleets?: ContainerFleet[] | undefined;
|
|
9508
|
-
/**
|
|
9509
|
-
* <p>A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.</p>
|
|
9510
|
-
* @public
|
|
9511
|
-
*/
|
|
9512
|
-
NextToken?: string | undefined;
|
|
9513
|
-
}
|
|
9514
9546
|
/**
|
|
9515
9547
|
* @internal
|
|
9516
9548
|
*/
|
|
@@ -9719,7 +9751,3 @@ export declare const GetInstanceAccessOutputFilterSensitiveLog: (obj: GetInstanc
|
|
|
9719
9751
|
* @internal
|
|
9720
9752
|
*/
|
|
9721
9753
|
export declare const ListComputeOutputFilterSensitiveLog: (obj: ListComputeOutput) => any;
|
|
9722
|
-
/**
|
|
9723
|
-
* @internal
|
|
9724
|
-
*/
|
|
9725
|
-
export declare const ListContainerFleetsOutputFilterSensitiveLog: (obj: ListContainerFleetsOutput) => any;
|
|
@@ -1,4 +1,43 @@
|
|
|
1
|
-
import { Alias, AnywhereConfiguration, AwsCredentials, BackfillMode, BalancingStrategy, Build, ComparisonOperatorType, Compute, ConnectionPortRange, ContainerFleet, ContainerFleetRemoveAttribute, ContainerGroupDefinition, ContainerGroupType, ContainerOperatingSystem, DeploymentConfiguration, DesiredPlayerSession, FilterConfiguration, FleetAction, FleetDeployment, FlexMatchMode, GameProperty, GameServer, GameServerContainerDefinitionInput, GameServerGroup, GameServerGroupAction, GameServerProtectionPolicy, GameServerUtilizationStatus, GameSession, GameSessionCreationLimitPolicy, GameSessionPlacement, GameSessionQueue, GameSessionQueueDestination, InstanceDefinition, IpPermission, LocationModel, LogConfiguration, MatchmakingConfiguration, MatchmakingTicket, MetricName, Player, PlayerLatency, PlayerLatencyPolicy, PlayerSessionCreationPolicy, PolicyType, PriorityConfiguration, ProtectionPolicy, ResourceCreationLimitPolicy, RoutingStrategy, RuntimeConfiguration, S3Location, ScalingAdjustmentType, Script, SupportContainerDefinitionInput, Tag, TargetConfiguration } from "./models_0";
|
|
1
|
+
import { Alias, AnywhereConfiguration, AwsCredentials, BackfillMode, BalancingStrategy, Build, ComparisonOperatorType, Compute, ConnectionPortRange, ContainerFleet, ContainerFleetRemoveAttribute, ContainerGroupDefinition, ContainerGroupType, ContainerOperatingSystem, DeploymentConfiguration, DesiredPlayerSession, FilterConfiguration, FleetAction, FleetDeployment, FlexMatchMode, GameProperty, GameServer, GameServerContainerDefinitionInput, GameServerGroup, GameServerGroupAction, GameServerProtectionPolicy, GameServerUtilizationStatus, GameSession, GameSessionCreationLimitPolicy, GameSessionPlacement, GameSessionQueue, GameSessionQueueDestination, InstanceDefinition, IpPermission, LocationModel, LogConfiguration, MatchmakingConfiguration, MatchmakingTicket, MetricName, Player, PlayerLatency, PlayerLatencyPolicy, PlayerSessionCreationPolicy, PolicyType, PriorityConfiguration, PriorityConfigurationOverride, ProtectionPolicy, ResourceCreationLimitPolicy, RoutingStrategy, RuntimeConfiguration, S3Location, ScalingAdjustmentType, Script, SupportContainerDefinitionInput, Tag, TargetConfiguration } from "./models_0";
|
|
2
|
+
/**
|
|
3
|
+
* @public
|
|
4
|
+
*/
|
|
5
|
+
export interface ListContainerFleetsInput {
|
|
6
|
+
/**
|
|
7
|
+
* <p>The container group definition to filter the list on. Use this parameter to retrieve
|
|
8
|
+
* only those fleets that use the specified container group definition. You can specify the
|
|
9
|
+
* container group definition's name to get fleets with the latest versions. Alternatively,
|
|
10
|
+
* provide an ARN value to get fleets with a specific version number.</p>
|
|
11
|
+
* @public
|
|
12
|
+
*/
|
|
13
|
+
ContainerGroupDefinitionName?: string | undefined;
|
|
14
|
+
/**
|
|
15
|
+
* <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages.</p>
|
|
16
|
+
* @public
|
|
17
|
+
*/
|
|
18
|
+
Limit?: number | undefined;
|
|
19
|
+
/**
|
|
20
|
+
* <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.</p>
|
|
21
|
+
* @public
|
|
22
|
+
*/
|
|
23
|
+
NextToken?: string | undefined;
|
|
24
|
+
}
|
|
25
|
+
/**
|
|
26
|
+
* @public
|
|
27
|
+
*/
|
|
28
|
+
export interface ListContainerFleetsOutput {
|
|
29
|
+
/**
|
|
30
|
+
* <p>A collection of container fleet objects for all fleets that match the request
|
|
31
|
+
* criteria.</p>
|
|
32
|
+
* @public
|
|
33
|
+
*/
|
|
34
|
+
ContainerFleets?: ContainerFleet[] | undefined;
|
|
35
|
+
/**
|
|
36
|
+
* <p>A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.</p>
|
|
37
|
+
* @public
|
|
38
|
+
*/
|
|
39
|
+
NextToken?: string | undefined;
|
|
40
|
+
}
|
|
2
41
|
/**
|
|
3
42
|
* @public
|
|
4
43
|
*/
|
|
@@ -884,7 +923,7 @@ export interface StartGameSessionPlacementInput {
|
|
|
884
923
|
*/
|
|
885
924
|
GameSessionName?: string | undefined;
|
|
886
925
|
/**
|
|
887
|
-
* <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
926
|
+
* <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it
|
|
888
927
|
* can offer the best possible gameplay experience for the players. </p>
|
|
889
928
|
* @public
|
|
890
929
|
*/
|
|
@@ -899,6 +938,16 @@ export interface StartGameSessionPlacementInput {
|
|
|
899
938
|
* @public
|
|
900
939
|
*/
|
|
901
940
|
GameSessionData?: string | undefined;
|
|
941
|
+
/**
|
|
942
|
+
* <p>A prioritized list of locations to use for the game session placement and instructions
|
|
943
|
+
* on how to use it. This list overrides a queue's prioritized location list for this game
|
|
944
|
+
* session placement request only. You can include Amazon Web Services Regions, local zones, and custom
|
|
945
|
+
* locations (for Anywhere fleets). Choose a fallback strategy to instruct Amazon GameLift to use
|
|
946
|
+
* the override list for the first placement attempt only or for all placement
|
|
947
|
+
* attempts.</p>
|
|
948
|
+
* @public
|
|
949
|
+
*/
|
|
950
|
+
PriorityConfigurationOverride?: PriorityConfigurationOverride | undefined;
|
|
902
951
|
}
|
|
903
952
|
/**
|
|
904
953
|
* @public
|
|
@@ -1168,19 +1217,21 @@ export interface TerminateGameSessionInput {
|
|
|
1168
1217
|
* <ul>
|
|
1169
1218
|
* <li>
|
|
1170
1219
|
* <p>
|
|
1171
|
-
* <code>TRIGGER_ON_PROCESS_TERMINATE</code> –
|
|
1172
|
-
*
|
|
1173
|
-
* the normal game session shutdown sequence.
|
|
1174
|
-
*
|
|
1175
|
-
*
|
|
1176
|
-
*
|
|
1177
|
-
*
|
|
1220
|
+
* <code>TRIGGER_ON_PROCESS_TERMINATE</code> – Prompts the Amazon GameLift service to
|
|
1221
|
+
* send an <code>OnProcessTerminate()</code> callback to the server process and
|
|
1222
|
+
* initiate the normal game session shutdown sequence. The
|
|
1223
|
+
* <code>OnProcessTerminate</code> method, which is implemented in the game
|
|
1224
|
+
* server code, must include a call to the server SDK action
|
|
1225
|
+
* <code>ProcessEnding()</code>, which is how the server process signals to
|
|
1226
|
+
* Amazon GameLift that a game session is ending. If the server process doesn't call
|
|
1227
|
+
* <code>ProcessEnding()</code>, the game session termination won't conclude
|
|
1228
|
+
* successfully.</p>
|
|
1178
1229
|
* </li>
|
|
1179
1230
|
* <li>
|
|
1180
1231
|
* <p>
|
|
1181
|
-
* <code>FORCE_TERMINATE</code> –
|
|
1182
|
-
*
|
|
1183
|
-
*
|
|
1232
|
+
* <code>FORCE_TERMINATE</code> – Prompts the Amazon GameLift service to stop the server
|
|
1233
|
+
* process immediately. Amazon GameLift takes action (depending on the type of fleet) to
|
|
1234
|
+
* shut down the server process without the normal game session shutdown sequence. </p>
|
|
1184
1235
|
* <note>
|
|
1185
1236
|
* <p>This method is not available for game sessions that are running on
|
|
1186
1237
|
* Anywhere fleets unless the fleet is deployed with the Amazon GameLift Agent. In this
|
|
@@ -2156,6 +2207,10 @@ export interface ValidateMatchmakingRuleSetOutput {
|
|
|
2156
2207
|
*/
|
|
2157
2208
|
Valid?: boolean | undefined;
|
|
2158
2209
|
}
|
|
2210
|
+
/**
|
|
2211
|
+
* @internal
|
|
2212
|
+
*/
|
|
2213
|
+
export declare const ListContainerFleetsOutputFilterSensitiveLog: (obj: ListContainerFleetsOutput) => any;
|
|
2159
2214
|
/**
|
|
2160
2215
|
* @internal
|
|
2161
2216
|
*/
|
|
@@ -1736,6 +1736,16 @@ export interface PlayerLatency {
|
|
|
1736
1736
|
RegionIdentifier?: string | undefined;
|
|
1737
1737
|
LatencyInMilliseconds?: number | undefined;
|
|
1738
1738
|
}
|
|
1739
|
+
export declare const PlacementFallbackStrategy: {
|
|
1740
|
+
readonly DEFAULT_AFTER_SINGLE_PASS: "DEFAULT_AFTER_SINGLE_PASS";
|
|
1741
|
+
readonly NONE: "NONE";
|
|
1742
|
+
};
|
|
1743
|
+
export type PlacementFallbackStrategy =
|
|
1744
|
+
(typeof PlacementFallbackStrategy)[keyof typeof PlacementFallbackStrategy];
|
|
1745
|
+
export interface PriorityConfigurationOverride {
|
|
1746
|
+
PlacementFallbackStrategy?: PlacementFallbackStrategy | undefined;
|
|
1747
|
+
LocationOrder: string[] | undefined;
|
|
1748
|
+
}
|
|
1739
1749
|
export declare const GameSessionPlacementState: {
|
|
1740
1750
|
readonly CANCELLED: "CANCELLED";
|
|
1741
1751
|
readonly FAILED: "FAILED";
|
|
@@ -1764,6 +1774,7 @@ export interface GameSessionPlacement {
|
|
|
1764
1774
|
PlacedPlayerSessions?: PlacedPlayerSession[] | undefined;
|
|
1765
1775
|
GameSessionData?: string | undefined;
|
|
1766
1776
|
MatchmakerData?: string | undefined;
|
|
1777
|
+
PriorityConfigurationOverride?: PriorityConfigurationOverride | undefined;
|
|
1767
1778
|
}
|
|
1768
1779
|
export interface DescribeGameSessionPlacementOutput {
|
|
1769
1780
|
GameSessionPlacement?: GameSessionPlacement | undefined;
|
|
@@ -2092,15 +2103,6 @@ export interface ListComputeOutput {
|
|
|
2092
2103
|
ComputeList?: Compute[] | undefined;
|
|
2093
2104
|
NextToken?: string | undefined;
|
|
2094
2105
|
}
|
|
2095
|
-
export interface ListContainerFleetsInput {
|
|
2096
|
-
ContainerGroupDefinitionName?: string | undefined;
|
|
2097
|
-
Limit?: number | undefined;
|
|
2098
|
-
NextToken?: string | undefined;
|
|
2099
|
-
}
|
|
2100
|
-
export interface ListContainerFleetsOutput {
|
|
2101
|
-
ContainerFleets?: ContainerFleet[] | undefined;
|
|
2102
|
-
NextToken?: string | undefined;
|
|
2103
|
-
}
|
|
2104
2106
|
export declare const AcceptMatchInputFilterSensitiveLog: (
|
|
2105
2107
|
obj: AcceptMatchInput
|
|
2106
2108
|
) => any;
|
|
@@ -2247,6 +2249,3 @@ export declare const GetInstanceAccessOutputFilterSensitiveLog: (
|
|
|
2247
2249
|
export declare const ListComputeOutputFilterSensitiveLog: (
|
|
2248
2250
|
obj: ListComputeOutput
|
|
2249
2251
|
) => any;
|
|
2250
|
-
export declare const ListContainerFleetsOutputFilterSensitiveLog: (
|
|
2251
|
-
obj: ListContainerFleetsOutput
|
|
2252
|
-
) => any;
|
|
@@ -44,6 +44,7 @@ import {
|
|
|
44
44
|
PlayerSessionCreationPolicy,
|
|
45
45
|
PolicyType,
|
|
46
46
|
PriorityConfiguration,
|
|
47
|
+
PriorityConfigurationOverride,
|
|
47
48
|
ProtectionPolicy,
|
|
48
49
|
ResourceCreationLimitPolicy,
|
|
49
50
|
RoutingStrategy,
|
|
@@ -55,6 +56,15 @@ import {
|
|
|
55
56
|
Tag,
|
|
56
57
|
TargetConfiguration,
|
|
57
58
|
} from "./models_0";
|
|
59
|
+
export interface ListContainerFleetsInput {
|
|
60
|
+
ContainerGroupDefinitionName?: string | undefined;
|
|
61
|
+
Limit?: number | undefined;
|
|
62
|
+
NextToken?: string | undefined;
|
|
63
|
+
}
|
|
64
|
+
export interface ListContainerFleetsOutput {
|
|
65
|
+
ContainerFleets?: ContainerFleet[] | undefined;
|
|
66
|
+
NextToken?: string | undefined;
|
|
67
|
+
}
|
|
58
68
|
export interface ListContainerGroupDefinitionsInput {
|
|
59
69
|
ContainerGroupType?: ContainerGroupType | undefined;
|
|
60
70
|
Limit?: number | undefined;
|
|
@@ -232,6 +242,7 @@ export interface StartGameSessionPlacementInput {
|
|
|
232
242
|
PlayerLatencies?: PlayerLatency[] | undefined;
|
|
233
243
|
DesiredPlayerSessions?: DesiredPlayerSession[] | undefined;
|
|
234
244
|
GameSessionData?: string | undefined;
|
|
245
|
+
PriorityConfigurationOverride?: PriorityConfigurationOverride | undefined;
|
|
235
246
|
}
|
|
236
247
|
export interface StartGameSessionPlacementOutput {
|
|
237
248
|
GameSessionPlacement?: GameSessionPlacement | undefined;
|
|
@@ -478,6 +489,9 @@ export interface ValidateMatchmakingRuleSetInput {
|
|
|
478
489
|
export interface ValidateMatchmakingRuleSetOutput {
|
|
479
490
|
Valid?: boolean | undefined;
|
|
480
491
|
}
|
|
492
|
+
export declare const ListContainerFleetsOutputFilterSensitiveLog: (
|
|
493
|
+
obj: ListContainerFleetsOutput
|
|
494
|
+
) => any;
|
|
481
495
|
export declare const ListContainerGroupDefinitionsOutputFilterSensitiveLog: (
|
|
482
496
|
obj: ListContainerGroupDefinitionsOutput
|
|
483
497
|
) => any;
|
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@aws-sdk/client-gamelift",
|
|
3
3
|
"description": "AWS SDK for JavaScript Gamelift Client for Node.js, Browser and React Native",
|
|
4
|
-
"version": "3.
|
|
4
|
+
"version": "3.728.0",
|
|
5
5
|
"scripts": {
|
|
6
6
|
"build": "concurrently 'yarn:build:cjs' 'yarn:build:es' 'yarn:build:types'",
|
|
7
7
|
"build:cjs": "node ../../scripts/compilation/inline client-gamelift",
|