@aws-sdk/client-gamelift 3.726.1 → 3.730.0

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package/dist-cjs/index.js CHANGED
@@ -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,
@@ -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",
@@ -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");
@@ -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) => {
@@ -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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  });
@@ -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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-
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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");
@@ -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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+
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  // src/commands/ListContainerGroupDefinitionsCommand.ts
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+
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+
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+
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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),
@@ -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,
@@ -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,
@@ -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/models_0";
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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
@@ -769,6 +769,10 @@ export const GameServerInstanceStatus = {
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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",
@@ -1082,9 +1086,3 @@ export const ListComputeOutputFilterSensitiveLog = (obj) => ({
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  ...obj,
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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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- ...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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- });
@@ -15,6 +15,12 @@ export const TerminationMode = {
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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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  ...obj,
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  });
@@ -2566,6 +2566,7 @@ const se_StartGameSessionPlacementInput = (input, context) => {
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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) => {
@@ -3151,6 +3152,7 @@ const de_GameSessionPlacement = (output, 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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  });
@@ -32,9 +32,9 @@ declare const DescribeGameSessionPlacementCommand_base: {
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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 configure an Amazon Simple Notification Service (SNS) topic to receive notifications from
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- * FlexMatch or queues. Continuously polling with <code>DescribeGameSessionPlacement</code>
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- * should only be used for games in development with low game session usage. </p>
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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
@@ -82,6 +82,12 @@ declare const DescribeGameSessionPlacementCommand_base: {
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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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  * // };
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  *
@@ -1,7 +1,7 @@
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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/models_0";
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+ import { ListContainerFleetsInput, ListContainerFleetsOutput } from "../models/models_1";
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  /**
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  * @public
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  */
@@ -27,46 +27,84 @@ declare const StartGameSessionPlacementCommand_base: {
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  getEndpointParameterInstructions(): import("@smithy/middleware-endpoint").EndpointParameterInstructions;
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  };
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  /**
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- * <p>Places a request for a new game session in a queue. When processing a placement
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- * request, Amazon GameLift searches for available resources on the queue's destinations, scanning
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- * each until it 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 GameLift 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 GameLift tries each fleet in the order they are
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- * 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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- * lag a player experiences when connected to a fleet in the Region. Amazon GameLift 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 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>The queue name and a set of game session properties and settings</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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+ * <li>
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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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+ * <i>PlayerLatencies</i>. You can provide latency data
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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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  * </li>
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  * <li>
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- * <p>A unique ID (such as a UUID) for the placement. You use this ID to track the
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- * status of the placement request</p>
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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>(Optional) A set of player data and a unique player ID for each player that
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- * you are joining to the new game session (player data is optional, but if you
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- * include it, you must also provide a unique ID for each player)</p>
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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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- * <p>Latency data for all players (if you want to optimize game play for the
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- * players)</p>
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+ * <p>If the request includes the <i>PriorityConfigurationOverride</i>
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+ * parameter and designates a queue doesn't prioritize locations.</p>
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  * </li>
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  * </ul>
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- * <p>If successful, a new game session placement is created.</p>
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- * <p>To track the status of a placement request, call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionPlacement.html">DescribeGameSessionPlacement</a> and check the request's status. If the status
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- * is <code>FULFILLED</code>, a new game session has been created and a game session ARN
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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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  * @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
@@ -98,6 +136,12 @@ declare const StartGameSessionPlacementCommand_base: {
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136
  * },
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  * ],
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  * GameSessionData: "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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  * const command = new StartGameSessionPlacementCommand(input);
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  * const response = await client.send(command);
@@ -137,6 +181,12 @@ declare const StartGameSessionPlacementCommand_base: {
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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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  * // };
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  *
@@ -162,6 +212,9 @@ declare const StartGameSessionPlacementCommand_base: {
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  * @throws {@link UnauthorizedException} (client fault)
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  * <p>The client failed authentication. Clients should not retry such requests.</p>
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  *
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+ * @throws {@link UnsupportedRegionException} (client fault)
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+ * <p>The requested operation is not supported in the Region specified.</p>
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+ *
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  * @throws {@link GameLiftServiceException}
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  * <p>Base exception class for all service exceptions from GameLift service.</p>
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  *
@@ -77,6 +77,12 @@ declare const StopGameSessionPlacementCommand_base: {
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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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  * // };
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  *
@@ -27,46 +27,55 @@ declare const TerminateGameSessionCommand_base: {
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  getEndpointParameterInstructions(): import("@smithy/middleware-endpoint").EndpointParameterInstructions;
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  };
29
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  /**
30
- * <p>Ends a game session that's currently in progress. You can use this action to terminate
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- * any game session that isn't in <code>TERMINATED</code> or <code>TERMINATING</code>
32
- * status. Terminating a game session is the most efficient way to free up a server process
33
- * when it's hosting a game session that's in a bad state or not ending naturally. You can
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- * use this action to terminate a game session that's being hosted on any type of Amazon GameLift
35
- * fleet compute, including computes for managed EC2, managed container, and Anywhere
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- * fleets.</p>
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- * <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>Request termination for a single game session. Provide the game session ID and
57
- * the termination method. </p>
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, which includes changing the game
64
- * session status to <code>TERMINATING</code>. As a result of this action, and depending on
65
- * the implementation of <code>OnProcessTerminate()</code>, the server process either
66
- * becomes available to host a new game session, or it's recycled and a new server process
67
- * started with availability to host a game session. The game session status is changed to
68
- * <code>TERMINATED</code>, with a status reason that indicates the termination method
69
- * used.</p>
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 turn off placements for specific locations. For queues
4617
- * that have multi-location fleets, you can use a filter configuration allow placement with
4618
- * some, but not all of these locations.</p>
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 use by a game session queue when placing new game
4668
- * sessions with available game servers. When defined, this configuration replaces the
4669
- * default FleetIQ prioritization process, which is as follows:</p>
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, destinations and
4673
- * locations are prioritized first based on lowest average latency (1), then on
4674
- * lowest hosting cost (2), then on destination list order (3), and finally on
4675
- * location (alphabetical) (4). This approach ensures that the queue's top priority
4676
- * is to place game sessions where average player latency is lowest, and--if
4677
- * latency is the same--where the hosting cost is less, etc.</p>
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, destinations and locations are
4681
- * prioritized first on destination list order (1), and then on location
4682
- * (alphabetical) (2). This approach ensures that the queue's top priority is to
4683
- * place game sessions on the first destination fleet listed. If that fleet has
4684
- * multiple locations, the game session is placed on the first location (when
4685
- * listed alphabetically).</p>
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>The recommended sequence to use when prioritizing where to place new game sessions.
4694
- * Each type can only be listed once.</p>
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> -- FleetIQ prioritizes locations where the average player
4699
- * latency (provided in each game session request) is lowest. </p>
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> -- FleetIQ prioritizes destinations with the lowest current
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) for each destination in the queue.</p>
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> -- FleetIQ prioritizes based on the order that
4710
- * destinations are listed in the queue configuration.</p>
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> -- FleetIQ prioritizes based on the provided order of
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 are
4724
- * identified by Amazon Web Services Region codes such as <code>us-west-2</code>. Each location can only
4725
- * be listed once. </p>
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..</p>
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 @aws; Regions.</p>
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 @aws; Regions. If this property is present, FlexMatch considers placing the match only in
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 @aws; Regions. This information is used to try to place the new game session where it
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> – Sends an
1172
- * <code>OnProcessTerminate()</code> callback to the server process to initiate
1173
- * the normal game session shutdown sequence. At a minimum, the callback method
1174
- * must include a call to the server SDK action <code>ProcessEnding()</code>, which
1175
- * is how the server process signals that a game session is ending. If the server
1176
- * process doesn't call <code>ProcessEnding()</code>, this termination method won't
1177
- * be successful.</p>
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> – Takes action to stop the server process, using
1182
- * existing methods to control how server processes run on an Amazon GameLift managed
1183
- * compute. </p>
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
  */
@@ -8,7 +8,7 @@ import {
8
8
  import {
9
9
  ListContainerFleetsInput,
10
10
  ListContainerFleetsOutput,
11
- } from "../models/models_0";
11
+ } from "../models/models_1";
12
12
  export { __MetadataBearer };
13
13
  export { $Command };
14
14
  export interface ListContainerFleetsCommandInput
@@ -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": "3.726.1",
4
+ "version": "3.730.0",
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",
@@ -20,19 +20,17 @@
20
20
  "dependencies": {
21
21
  "@aws-crypto/sha256-browser": "5.2.0",
22
22
  "@aws-crypto/sha256-js": "5.2.0",
23
- "@aws-sdk/client-sso-oidc": "3.726.0",
24
- "@aws-sdk/client-sts": "3.726.1",
25
- "@aws-sdk/core": "3.723.0",
26
- "@aws-sdk/credential-provider-node": "3.726.0",
23
+ "@aws-sdk/core": "3.730.0",
24
+ "@aws-sdk/credential-provider-node": "3.730.0",
27
25
  "@aws-sdk/middleware-host-header": "3.723.0",
28
26
  "@aws-sdk/middleware-logger": "3.723.0",
29
27
  "@aws-sdk/middleware-recursion-detection": "3.723.0",
30
- "@aws-sdk/middleware-user-agent": "3.726.0",
28
+ "@aws-sdk/middleware-user-agent": "3.730.0",
31
29
  "@aws-sdk/region-config-resolver": "3.723.0",
32
30
  "@aws-sdk/types": "3.723.0",
33
- "@aws-sdk/util-endpoints": "3.726.0",
31
+ "@aws-sdk/util-endpoints": "3.730.0",
34
32
  "@aws-sdk/util-user-agent-browser": "3.723.0",
35
- "@aws-sdk/util-user-agent-node": "3.726.0",
33
+ "@aws-sdk/util-user-agent-node": "3.730.0",
36
34
  "@smithy/config-resolver": "^4.0.0",
37
35
  "@smithy/core": "^3.0.0",
38
36
  "@smithy/fetch-http-handler": "^5.0.0",