@aws-sdk/client-gamelift 3.76.0 → 3.77.0

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package/CHANGELOG.md CHANGED
@@ -3,6 +3,14 @@
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  All notable changes to this project will be documented in this file.
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  See [Conventional Commits](https://conventionalcommits.org) for commit guidelines.
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+ # [3.77.0](https://github.com/aws/aws-sdk-js-v3/compare/v3.76.0...v3.77.0) (2022-04-25)
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+ **Note:** Version bump only for package @aws-sdk/client-gamelift
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  # [3.76.0](https://github.com/aws/aws-sdk-js-v3/compare/v3.75.0...v3.76.0) (2022-04-22)
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  **Note:** Version bump only for package @aws-sdk/client-gamelift
@@ -171,11 +171,11 @@ export declare class GameLift extends GameLiftClient {
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  * <code>PLACING</code>, where a new game session is created for the match. </p>
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  * <p>If any player rejects the match, or if acceptances are not received before a specified
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  * timeout, the proposed match is dropped. The matchmaking tickets are then handled in one
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- * of two ways: For tickets where one or more players rejected the match, the ticket status
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- * is returned to <code>SEARCHING</code> to find a new match. For tickets where one or more
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- * players failed to respond, the ticket status is set to <code>CANCELLED</code>, and
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- * processing is terminated. A new matchmaking request for these players can be submitted
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- * as needed. </p>
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+ * of two ways: For tickets where one or more players rejected the match or failed to
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+ * respond, the ticket status is set to <code>CANCELLED</code>, and processing is
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+ * terminated. For tickets where players have accepted or not yet responded, the ticket
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+ * status is returned to <code>SEARCHING</code> to find a new match. A new matchmaking
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+ * request for these players can be submitted as needed. </p>
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  * <p>
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  * <b>Learn more</b>
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  * </p>
@@ -263,7 +263,7 @@ export declare class GameLift extends GameLiftClient {
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  * a fleet ID. An alias provides a level of abstraction for a fleet that is useful when
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  * redirecting player traffic from one fleet to another, such as when updating your game
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  * build. </p>
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- * <p>Amazon Web Services supports two types of routing strategies for aliases: simple and terminal. A
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+ * <p>Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A
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  * simple alias points to an active fleet. A terminal alias is used to display messaging or
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  * link to a URL instead of routing players to an active fleet. For example, you might use
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  * a terminal alias when a game version is no longer supported and you want to direct
@@ -290,8 +290,8 @@ export declare class GameLift extends GameLiftClient {
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  createAlias(args: CreateAliasCommandInput, cb: (err: any, data?: CreateAliasCommandOutput) => void): void;
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  createAlias(args: CreateAliasCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateAliasCommandOutput) => void): void;
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  /**
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- * <p>Creates a new Amazon Web Services build resource for your game server binary files. Game server
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- * binaries must be combined into a zip file for use with Amazon Web Services. </p>
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+ * <p>Creates a new Amazon GameLift build resource for your game server binary files. Game server
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+ * binaries must be combined into a zip file for use with Amazon GameLift. </p>
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  * <important>
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  * <p>When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI
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  * command <b>
@@ -304,7 +304,7 @@ export declare class GameLift extends GameLiftClient {
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  * <ul>
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  * <li>
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  * <p>To create a new game build with build files that are in an Amazon S3 location under
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- * an Amazon Web Services account that you control. To use this option, you must first give Amazon Web Services
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+ * an Amazon Web Services account that you control. To use this option, you must first give Amazon GameLift
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  * access to the Amazon S3 bucket. With permissions in place, call
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  * <code>CreateBuild</code> and specify a build name, operating system, and the
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  * Amazon S3 storage location of your game build.</p>
@@ -547,7 +547,7 @@ export declare class GameLift extends GameLiftClient {
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  * <p>Game session logs are retained for all active game sessions for 14 days. To access the
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  * logs, call <a>GetGameSessionLogUrl</a> to download the log files.</p>
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  * <p>
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- * <i>Available in Amazon Web Services Local.</i>
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+ * <i>Available in Amazon GameLift Local.</i>
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  * </p>
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  * <p>
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  * <b>Learn more</b>
@@ -743,7 +743,7 @@ export declare class GameLift extends GameLiftClient {
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  * <p>The maximum number of players per game session is 200. It is not adjustable.
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  * </p>
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  * <p>
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- * <i>Available in Amazon Web Services Local.</i>
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+ * <i>Available in Amazon GameLift Local.</i>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
@@ -774,7 +774,7 @@ export declare class GameLift extends GameLiftClient {
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  * <p>The maximum number of players per game session is 200. It is not adjustable.
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  * </p>
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  * <p>
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- * <i>Available in Amazon Web Services Local.</i>
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+ * <i>Available in Amazon GameLift Local.</i>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
@@ -807,23 +807,23 @@ export declare class GameLift extends GameLiftClient {
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  * <li>
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  * <p>An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the
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  * <i>StorageLocation</i> parameter for this option. You'll need
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- * to have an Identity Access Management (IAM) role that allows the Amazon Web Services
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+ * to have an Identity Access Management (IAM) role that allows the Amazon GameLift
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  * service to access your S3 bucket. </p>
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  * </li>
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  * </ul>
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  * <p>If the call is successful, a new script record is created with a unique script ID. If the
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- * script file is provided as a local file, the file is uploaded to an Amazon Web Services-owned S3 bucket
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+ * script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket
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  * and the script record's storage location reflects this location. If the script file is provided
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- * as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment.</p>
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+ * as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.</p>
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  * <p>
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  * <b>Learn more</b>
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  * </p>
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  *
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  * <p>
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- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
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  * </p>
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  * <p>
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- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon Web Services Access</a>
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+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon GameLift Access</a>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
@@ -842,24 +842,24 @@ export declare class GameLift extends GameLiftClient {
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  createScript(args: CreateScriptCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateScriptCommandOutput) => void): void;
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  /**
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  * <p>Requests authorization to create or delete a peer connection between the VPC for
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- * your Amazon Web Services fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game
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+ * your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game
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  * servers on your fleet to communicate directly with other Amazon Web Services resources. Once you've
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  * received authorization, call <a>CreateVpcPeeringConnection</a> to establish
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- * the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon Web Services
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+ * the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift
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  * Fleets</a>.</p>
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  * <p>You can peer with VPCs that are owned by any Amazon Web Services account you have access to,
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- * including the account that you use to manage your Amazon Web Services fleets. You cannot peer with
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+ * including the account that you use to manage your Amazon GameLift fleets. You cannot peer with
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  * VPCs that are in different Regions.</p>
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  * <p>To request authorization to create a connection, call this operation from the Amazon Web Services
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- * account with the VPC that you want to peer to your Amazon Web Services fleet. For example, to
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+ * account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to
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  * enable your game servers to retrieve data from a DynamoDB table, use the account that
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  * manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC
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  * that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage
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- * Amazon Web Services. If successful, VPC peering is authorized for the specified VPC. </p>
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+ * Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. </p>
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  * <p>To request authorization to delete a connection, call this operation from the Amazon Web Services
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- * account with the VPC that is peered with your Amazon Web Services fleet. Identify the following
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+ * account with the VPC that is peered with your Amazon GameLift fleet. Identify the following
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  * values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the
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- * Amazon Web Services account that you use to manage Amazon Web Services. </p>
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+ * Amazon Web Services account that you use to manage Amazon GameLift. </p>
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  * <p>The authorization remains valid for 24 hours unless it is canceled by a call to
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  * <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the
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  * peering connection while the authorization is valid. </p>
@@ -881,18 +881,18 @@ export declare class GameLift extends GameLiftClient {
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  createVpcPeeringAuthorization(args: CreateVpcPeeringAuthorizationCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: CreateVpcPeeringAuthorizationCommandOutput) => void): void;
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  /**
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  * <p>Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC
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- * for your Amazon Web Services fleet. VPC peering enables the game servers on your fleet to
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+ * for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to
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  * communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account
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- * that you have access to, including the account that you use to manage your Amazon Web Services
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+ * that you have access to, including the account that you use to manage your Amazon GameLift
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  * fleets. You cannot peer with VPCs that are in different Regions. For more information,
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- * see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon Web Services Fleets</a>.</p>
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+ * see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift Fleets</a>.</p>
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  * <p>Before calling this operation to establish the peering connection, you first need
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  * to call <a>CreateVpcPeeringAuthorization</a> and identify the VPC you want to
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  * peer with. Once the authorization for the specified VPC is issued, you have 24 hours to
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  * establish the connection. These two operations handle all tasks necessary to peer the
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  * two VPCs, including acceptance, updating routing tables, etc. </p>
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  * <p>To establish the connection, call this operation from the Amazon Web Services account that is used
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- * to manage the Amazon Web Services fleets. Identify the following values: (1) The ID of the fleet
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+ * to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet
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  * you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC
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  * that you want to peer with; and (3) The ID of the VPC you want to peer with. This
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  * operation is asynchronous. If successful, a <a>VpcPeeringConnection</a>
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  * <b>Learn more</b>
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  * </p>
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  * <p>
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- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
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  * an authorization by calling <a>DescribeVpcPeeringAuthorizations</a> or
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  * request a new one using <a>CreateVpcPeeringAuthorization</a>. </p>
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  * <p>Once a valid authorization exists, call this operation from the Amazon Web Services account that is
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- * used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection
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+ * used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection
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  * ID and fleet ID. If successful, the connection is removed. </p>
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  * <p>
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  * <b>Related actions</b>
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  * <a>DescribeGameSessions</a> should only be used for games in development
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  * with low matchmaking usage.</p>
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  * <p>
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- * <i>Available in Amazon Web Services Local.</i>
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+ * <i>Available in Amazon GameLift Local.</i>
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  * </p>
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  * <p>
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  * <b>Learn more</b>
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  * <p>If successful, a <code>PlayerSession</code> object is returned for each session that
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  * matches the request.</p>
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  * <p>
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- * <i>Available in Amazon Web Services Local.</i>
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+ * <i>Available in Amazon GameLift Local.</i>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
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  * <b>Learn more</b>
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  * </p>
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  * <p>
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- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
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  * <p>Retrieves information on VPC peering connections. Use this operation to get peering
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  * information for all fleets or for one specific fleet ID. </p>
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  * <p>To retrieve connection information, call this operation from the Amazon Web Services account that
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- * is used to manage the Amazon Web Services fleets. Specify a fleet ID or leave the parameter empty
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+ * is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty
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  * to retrieve all connection records. If successful, the retrieved information includes
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  * both active and pending connections. Active connections identify the IpV4 CIDR block
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  * that the VPC uses to connect. </p>
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  * <b>Learn more</b>
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  * </p>
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  * <p>
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- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
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  /**
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  * <p>Creates or updates a scaling policy for a fleet. Scaling policies are used to
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  * automatically scale a fleet's hosting capacity to meet player demand. An active scaling
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- * policy instructs Amazon Web Services to track a fleet metric and automatically change the fleet's
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+ * policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's
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  * capacity when a certain threshold is reached. There are two types of scaling policies:
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  * target-based and rule-based. Use a target-based policy to quickly and efficiently manage
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  * fleet scaling; this option is the most commonly used. Use rule-based policies when you
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  * metric tells us how much of a fleet's hosting capacity is ready to host game sessions
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  * but is not currently in use. This is the fleet's buffer; it measures the additional
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  * player demand that the fleet could handle at current capacity. With a target-based
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- * policy, you set your ideal buffer size and leave it to Amazon Web Services to take whatever action
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+ * policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action
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  * is needed to maintain that target. </p>
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  * <p>For example, you might choose to maintain a 10% buffer for a fleet that has the
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- * capacity to host 100 simultaneous game sessions. This policy tells Amazon Web Services to take
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+ * capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take
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  * action whenever the fleet's available capacity falls below or rises above 10 game
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- * sessions. Amazon Web Services will start new instances or stop unused instances in order to return
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+ * sessions. Amazon GameLift will start new instances or stop unused instances in order to return
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  * to the 10% buffer. </p>
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  * <p>To create or update a target-based policy, specify a fleet ID and name, and set the
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  * policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions)
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  registerGameServer(args: RegisterGameServerCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: RegisterGameServerCommandOutput) => void): void;
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  /**
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  * <p>Retrieves a fresh set of credentials for use when uploading a new set of game build
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- * files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see
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+ * files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see
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  * <a>CreateBuild</a>.</p>
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  * <p>To request new credentials, specify the build ID as returned with an initial
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  * <code>CreateBuild</code> request. If successful, a new set of credentials are
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  startFleetActions(args: StartFleetActionsCommandInput, cb: (err: any, data?: StartFleetActionsCommandOutput) => void): void;
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  startFleetActions(args: StartFleetActionsCommandInput, options: __HttpHandlerOptions, cb: (err: any, data?: StartFleetActionsCommandOutput) => void): void;
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  /**
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- * <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon Web Services
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+ * <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon GameLift
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  * searches for available resources on the queue's destinations, scanning each until it
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  * finds resources or the placement request times out.</p>
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  * <p>A game session placement request can also request player sessions. When a new game
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- * session is successfully created, Amazon Web Services creates a player session for each player
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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 Web Services tries each fleet in the order they
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+ * <p>When placing a game session, by default Amazon GameLift tries each fleet in the order they
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  * are listed in the queue configuration. Ideally, a queue's destinations are listed in
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  * preference order.</p>
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  * <p>Alternatively, when requesting a game session with players, you can also provide
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  * latency data for each player in relevant Regions. Latency data indicates the performance
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- * lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency
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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 Web Services calculates each
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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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  * original script was uploaded. Use the <i>Version</i> parameter to track
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  * updates to the script.</p>
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  * <p>If the call is successful, the updated metadata is stored in the script record and a
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- * revised script is uploaded to the Amazon Web Services service. Once the script is updated and
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+ * revised script is uploaded to the Amazon GameLift service. Once the script is updated and
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  * acquired by a fleet instance, the new version is used for all new game sessions. </p>
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  * <p>
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  * <b>Learn more</b>
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  * </p>
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  * <p>
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- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
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+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
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  * </p>
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  * <p>
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  * <b>Related actions</b>
@@ -21,11 +21,11 @@ export interface AcceptMatchCommandOutput extends AcceptMatchOutput, __MetadataB
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  * <code>PLACING</code>, where a new game session is created for the match. </p>
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  * <p>If any player rejects the match, or if acceptances are not received before a specified
23
23
  * timeout, the proposed match is dropped. The matchmaking tickets are then handled in one
24
- * of two ways: For tickets where one or more players rejected the match, the ticket status
25
- * is returned to <code>SEARCHING</code> to find a new match. For tickets where one or more
26
- * players failed to respond, the ticket status is set to <code>CANCELLED</code>, and
27
- * processing is terminated. A new matchmaking request for these players can be submitted
28
- * as needed. </p>
24
+ * of two ways: For tickets where one or more players rejected the match or failed to
25
+ * respond, the ticket status is set to <code>CANCELLED</code>, and processing is
26
+ * terminated. For tickets where players have accepted or not yet responded, the ticket
27
+ * status is returned to <code>SEARCHING</code> to find a new match. A new matchmaking
28
+ * request for these players can be submitted as needed. </p>
29
29
  * <p>
30
30
  * <b>Learn more</b>
31
31
  * </p>
@@ -11,7 +11,7 @@ export interface CreateAliasCommandOutput extends CreateAliasOutput, __MetadataB
11
11
  * a fleet ID. An alias provides a level of abstraction for a fleet that is useful when
12
12
  * redirecting player traffic from one fleet to another, such as when updating your game
13
13
  * build. </p>
14
- * <p>Amazon Web Services supports two types of routing strategies for aliases: simple and terminal. A
14
+ * <p>Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A
15
15
  * simple alias points to an active fleet. A terminal alias is used to display messaging or
16
16
  * link to a URL instead of routing players to an active fleet. For example, you might use
17
17
  * a terminal alias when a game version is no longer supported and you want to direct
@@ -7,8 +7,8 @@ export interface CreateBuildCommandInput extends CreateBuildInput {
7
7
  export interface CreateBuildCommandOutput extends CreateBuildOutput, __MetadataBearer {
8
8
  }
9
9
  /**
10
- * <p>Creates a new Amazon Web Services build resource for your game server binary files. Game server
11
- * binaries must be combined into a zip file for use with Amazon Web Services. </p>
10
+ * <p>Creates a new Amazon GameLift build resource for your game server binary files. Game server
11
+ * binaries must be combined into a zip file for use with Amazon GameLift. </p>
12
12
  * <important>
13
13
  * <p>When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI
14
14
  * command <b>
@@ -21,7 +21,7 @@ export interface CreateBuildCommandOutput extends CreateBuildOutput, __MetadataB
21
21
  * <ul>
22
22
  * <li>
23
23
  * <p>To create a new game build with build files that are in an Amazon S3 location under
24
- * an Amazon Web Services account that you control. To use this option, you must first give Amazon Web Services
24
+ * an Amazon Web Services account that you control. To use this option, you must first give Amazon GameLift
25
25
  * access to the Amazon S3 bucket. With permissions in place, call
26
26
  * <code>CreateBuild</code> and specify a build name, operating system, and the
27
27
  * Amazon S3 storage location of your game build.</p>
@@ -38,7 +38,7 @@ export interface CreateGameSessionCommandOutput extends CreateGameSessionOutput,
38
38
  * <p>Game session logs are retained for all active game sessions for 14 days. To access the
39
39
  * logs, call <a>GetGameSessionLogUrl</a> to download the log files.</p>
40
40
  * <p>
41
- * <i>Available in Amazon Web Services Local.</i>
41
+ * <i>Available in Amazon GameLift Local.</i>
42
42
  * </p>
43
43
  * <p>
44
44
  * <b>Learn more</b>
@@ -20,7 +20,7 @@ export interface CreatePlayerSessionCommandOutput extends CreatePlayerSessionOut
20
20
  * <p>The maximum number of players per game session is 200. It is not adjustable.
21
21
  * </p>
22
22
  * <p>
23
- * <i>Available in Amazon Web Services Local.</i>
23
+ * <i>Available in Amazon GameLift Local.</i>
24
24
  * </p>
25
25
  * <p>
26
26
  * <b>Related actions</b>
@@ -20,7 +20,7 @@ export interface CreatePlayerSessionsCommandOutput extends CreatePlayerSessionsO
20
20
  * <p>The maximum number of players per game session is 200. It is not adjustable.
21
21
  * </p>
22
22
  * <p>
23
- * <i>Available in Amazon Web Services Local.</i>
23
+ * <i>Available in Amazon GameLift Local.</i>
24
24
  * </p>
25
25
  * <p>
26
26
  * <b>Related actions</b>
@@ -22,23 +22,23 @@ export interface CreateScriptCommandOutput extends CreateScriptOutput, __Metadat
22
22
  * <li>
23
23
  * <p>An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the
24
24
  * <i>StorageLocation</i> parameter for this option. You'll need
25
- * to have an Identity Access Management (IAM) role that allows the Amazon Web Services
25
+ * to have an Identity Access Management (IAM) role that allows the Amazon GameLift
26
26
  * service to access your S3 bucket. </p>
27
27
  * </li>
28
28
  * </ul>
29
29
  * <p>If the call is successful, a new script record is created with a unique script ID. If the
30
- * script file is provided as a local file, the file is uploaded to an Amazon Web Services-owned S3 bucket
30
+ * script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket
31
31
  * and the script record's storage location reflects this location. If the script file is provided
32
- * as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment.</p>
32
+ * as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.</p>
33
33
  * <p>
34
34
  * <b>Learn more</b>
35
35
  * </p>
36
36
  *
37
37
  * <p>
38
- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
38
+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
39
39
  * </p>
40
40
  * <p>
41
- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon Web Services Access</a>
41
+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon GameLift Access</a>
42
42
  * </p>
43
43
  * <p>
44
44
  * <b>Related actions</b>
@@ -8,24 +8,24 @@ export interface CreateVpcPeeringAuthorizationCommandOutput extends CreateVpcPee
8
8
  }
9
9
  /**
10
10
  * <p>Requests authorization to create or delete a peer connection between the VPC for
11
- * your Amazon Web Services fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game
11
+ * your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game
12
12
  * servers on your fleet to communicate directly with other Amazon Web Services resources. Once you've
13
13
  * received authorization, call <a>CreateVpcPeeringConnection</a> to establish
14
- * the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon Web Services
14
+ * the peering connection. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift
15
15
  * Fleets</a>.</p>
16
16
  * <p>You can peer with VPCs that are owned by any Amazon Web Services account you have access to,
17
- * including the account that you use to manage your Amazon Web Services fleets. You cannot peer with
17
+ * including the account that you use to manage your Amazon GameLift fleets. You cannot peer with
18
18
  * VPCs that are in different Regions.</p>
19
19
  * <p>To request authorization to create a connection, call this operation from the Amazon Web Services
20
- * account with the VPC that you want to peer to your Amazon Web Services fleet. For example, to
20
+ * account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to
21
21
  * enable your game servers to retrieve data from a DynamoDB table, use the account that
22
22
  * manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC
23
23
  * that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage
24
- * Amazon Web Services. If successful, VPC peering is authorized for the specified VPC. </p>
24
+ * Amazon GameLift. If successful, VPC peering is authorized for the specified VPC. </p>
25
25
  * <p>To request authorization to delete a connection, call this operation from the Amazon Web Services
26
- * account with the VPC that is peered with your Amazon Web Services fleet. Identify the following
26
+ * account with the VPC that is peered with your Amazon GameLift fleet. Identify the following
27
27
  * values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the
28
- * Amazon Web Services account that you use to manage Amazon Web Services. </p>
28
+ * Amazon Web Services account that you use to manage Amazon GameLift. </p>
29
29
  * <p>The authorization remains valid for 24 hours unless it is canceled by a call to
30
30
  * <a>DeleteVpcPeeringAuthorization</a>. You must create or delete the
31
31
  * peering connection while the authorization is valid. </p>
@@ -8,18 +8,18 @@ export interface CreateVpcPeeringConnectionCommandOutput extends CreateVpcPeerin
8
8
  }
9
9
  /**
10
10
  * <p>Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC
11
- * for your Amazon Web Services fleet. VPC peering enables the game servers on your fleet to
11
+ * for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to
12
12
  * communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account
13
- * that you have access to, including the account that you use to manage your Amazon Web Services
13
+ * that you have access to, including the account that you use to manage your Amazon GameLift
14
14
  * fleets. You cannot peer with VPCs that are in different Regions. For more information,
15
- * see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon Web Services Fleets</a>.</p>
15
+ * see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift Fleets</a>.</p>
16
16
  * <p>Before calling this operation to establish the peering connection, you first need
17
17
  * to call <a>CreateVpcPeeringAuthorization</a> and identify the VPC you want to
18
18
  * peer with. Once the authorization for the specified VPC is issued, you have 24 hours to
19
19
  * establish the connection. These two operations handle all tasks necessary to peer the
20
20
  * two VPCs, including acceptance, updating routing tables, etc. </p>
21
21
  * <p>To establish the connection, call this operation from the Amazon Web Services account that is used
22
- * to manage the Amazon Web Services fleets. Identify the following values: (1) The ID of the fleet
22
+ * to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet
23
23
  * you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC
24
24
  * that you want to peer with; and (3) The ID of the VPC you want to peer with. This
25
25
  * operation is asynchronous. If successful, a <a>VpcPeeringConnection</a>
@@ -18,7 +18,7 @@ export interface DeleteScriptCommandOutput extends __MetadataBearer {
18
18
  * <b>Learn more</b>
19
19
  * </p>
20
20
  * <p>
21
- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
21
+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
22
22
  * </p>
23
23
  * <p>
24
24
  * <b>Related actions</b>
@@ -12,7 +12,7 @@ export interface DeleteVpcPeeringConnectionCommandOutput extends DeleteVpcPeerin
12
12
  * an authorization by calling <a>DescribeVpcPeeringAuthorizations</a> or
13
13
  * request a new one using <a>CreateVpcPeeringAuthorization</a>. </p>
14
14
  * <p>Once a valid authorization exists, call this operation from the Amazon Web Services account that is
15
- * used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection
15
+ * used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection
16
16
  * ID and fleet ID. If successful, the connection is removed. </p>
17
17
  * <p>
18
18
  * <b>Related actions</b>
@@ -49,7 +49,7 @@ export interface DescribeGameSessionsCommandOutput extends DescribeGameSessionsO
49
49
  * <a>DescribeGameSessions</a> should only be used for games in development
50
50
  * with low matchmaking usage.</p>
51
51
  * <p>
52
- * <i>Available in Amazon Web Services Local.</i>
52
+ * <i>Available in Amazon GameLift Local.</i>
53
53
  * </p>
54
54
  * <p>
55
55
  * <b>Learn more</b>
@@ -29,7 +29,7 @@ export interface DescribePlayerSessionsCommandOutput extends DescribePlayerSessi
29
29
  * <p>If successful, a <code>PlayerSession</code> object is returned for each session that
30
30
  * matches the request.</p>
31
31
  * <p>
32
- * <i>Available in Amazon Web Services Local.</i>
32
+ * <i>Available in Amazon GameLift Local.</i>
33
33
  * </p>
34
34
  * <p>
35
35
  * <b>Related actions</b>
@@ -14,7 +14,7 @@ export interface DescribeScriptCommandOutput extends DescribeScriptOutput, __Met
14
14
  * <b>Learn more</b>
15
15
  * </p>
16
16
  * <p>
17
- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
17
+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
18
18
  * </p>
19
19
  * <p>
20
20
  * <b>Related actions</b>
@@ -10,7 +10,7 @@ export interface DescribeVpcPeeringConnectionsCommandOutput extends DescribeVpcP
10
10
  * <p>Retrieves information on VPC peering connections. Use this operation to get peering
11
11
  * information for all fleets or for one specific fleet ID. </p>
12
12
  * <p>To retrieve connection information, call this operation from the Amazon Web Services account that
13
- * is used to manage the Amazon Web Services fleets. Specify a fleet ID or leave the parameter empty
13
+ * is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty
14
14
  * to retrieve all connection records. If successful, the retrieved information includes
15
15
  * both active and pending connections. Active connections identify the IpV4 CIDR block
16
16
  * that the VPC uses to connect. </p>
@@ -12,7 +12,7 @@ export interface ListScriptsCommandOutput extends ListScriptsOutput, __MetadataB
12
12
  * <b>Learn more</b>
13
13
  * </p>
14
14
  * <p>
15
- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
15
+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
16
16
  * </p>
17
17
  * <p>
18
18
  * <b>Related actions</b>
@@ -9,7 +9,7 @@ export interface PutScalingPolicyCommandOutput extends PutScalingPolicyOutput, _
9
9
  /**
10
10
  * <p>Creates or updates a scaling policy for a fleet. Scaling policies are used to
11
11
  * automatically scale a fleet's hosting capacity to meet player demand. An active scaling
12
- * policy instructs Amazon Web Services to track a fleet metric and automatically change the fleet's
12
+ * policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's
13
13
  * capacity when a certain threshold is reached. There are two types of scaling policies:
14
14
  * target-based and rule-based. Use a target-based policy to quickly and efficiently manage
15
15
  * fleet scaling; this option is the most commonly used. Use rule-based policies when you
@@ -31,12 +31,12 @@ export interface PutScalingPolicyCommandOutput extends PutScalingPolicyOutput, _
31
31
  * metric tells us how much of a fleet's hosting capacity is ready to host game sessions
32
32
  * but is not currently in use. This is the fleet's buffer; it measures the additional
33
33
  * player demand that the fleet could handle at current capacity. With a target-based
34
- * policy, you set your ideal buffer size and leave it to Amazon Web Services to take whatever action
34
+ * policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action
35
35
  * is needed to maintain that target. </p>
36
36
  * <p>For example, you might choose to maintain a 10% buffer for a fleet that has the
37
- * capacity to host 100 simultaneous game sessions. This policy tells Amazon Web Services to take
37
+ * capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take
38
38
  * action whenever the fleet's available capacity falls below or rises above 10 game
39
- * sessions. Amazon Web Services will start new instances or stop unused instances in order to return
39
+ * sessions. Amazon GameLift will start new instances or stop unused instances in order to return
40
40
  * to the 10% buffer. </p>
41
41
  * <p>To create or update a target-based policy, specify a fleet ID and name, and set the
42
42
  * policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions)
@@ -8,7 +8,7 @@ export interface RequestUploadCredentialsCommandOutput extends RequestUploadCred
8
8
  }
9
9
  /**
10
10
  * <p>Retrieves a fresh set of credentials for use when uploading a new set of game build
11
- * files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see
11
+ * files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see
12
12
  * <a>CreateBuild</a>.</p>
13
13
  * <p>To request new credentials, specify the build ID as returned with an initial
14
14
  * <code>CreateBuild</code> request. If successful, a new set of credentials are
@@ -7,20 +7,20 @@ export interface StartGameSessionPlacementCommandInput extends StartGameSessionP
7
7
  export interface StartGameSessionPlacementCommandOutput extends StartGameSessionPlacementOutput, __MetadataBearer {
8
8
  }
9
9
  /**
10
- * <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon Web Services
10
+ * <p>Places a request for a new game session in a queue (see <a>CreateGameSessionQueue</a>). When processing a placement request, Amazon GameLift
11
11
  * searches for available resources on the queue's destinations, scanning each until it
12
12
  * finds resources or the placement request times out.</p>
13
13
  * <p>A game session placement request can also request player sessions. When a new game
14
- * session is successfully created, Amazon Web Services creates a player session for each player
14
+ * session is successfully created, Amazon GameLift creates a player session for each player
15
15
  * included in the request.</p>
16
- * <p>When placing a game session, by default Amazon Web Services tries each fleet in the order they
16
+ * <p>When placing a game session, by default Amazon GameLift tries each fleet in the order they
17
17
  * are listed in the queue configuration. Ideally, a queue's destinations are listed in
18
18
  * preference order.</p>
19
19
  * <p>Alternatively, when requesting a game session with players, you can also provide
20
20
  * latency data for each player in relevant Regions. Latency data indicates the performance
21
- * lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency
21
+ * lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency
22
22
  * data to reorder the list of destinations to place the game session in a Region with
23
- * minimal lag. If latency data is provided for multiple players, Amazon Web Services calculates each
23
+ * minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each
24
24
  * Region's average lag for all players and reorders to get the best game play across all
25
25
  * players. </p>
26
26
  * <p>To place a new game session request, specify the following:</p>
@@ -15,13 +15,13 @@ export interface UpdateScriptCommandOutput extends UpdateScriptOutput, __Metadat
15
15
  * original script was uploaded. Use the <i>Version</i> parameter to track
16
16
  * updates to the script.</p>
17
17
  * <p>If the call is successful, the updated metadata is stored in the script record and a
18
- * revised script is uploaded to the Amazon Web Services service. Once the script is updated and
18
+ * revised script is uploaded to the Amazon GameLift service. Once the script is updated and
19
19
  * acquired by a fleet instance, the new version is used for all new game sessions. </p>
20
20
  * <p>
21
21
  * <b>Learn more</b>
22
22
  * </p>
23
23
  * <p>
24
- * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon Web Services Realtime Servers</a>
24
+ * <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Realtime Servers</a>
25
25
  * </p>
26
26
  * <p>
27
27
  * <b>Related actions</b>
@@ -226,17 +226,17 @@ export declare namespace AttributeValue {
226
226
  const filterSensitiveLog: (obj: AttributeValue) => any;
227
227
  }
228
228
  /**
229
- * <p>Temporary access credentials used for uploading game build files to Amazon Web Services. They
229
+ * <p>Temporary access credentials used for uploading game build files to Amazon GameLift. They
230
230
  * are valid for a limited time. If they expire before you upload your game build, get a
231
231
  * new set by calling <a>RequestUploadCredentials</a>.</p>
232
232
  */
233
233
  export interface AwsCredentials {
234
234
  /**
235
- * <p>Temporary key allowing access to the Amazon Web Services S3 account.</p>
235
+ * <p>Temporary key allowing access to the Amazon GameLift S3 account.</p>
236
236
  */
237
237
  AccessKeyId?: string;
238
238
  /**
239
- * <p>Temporary secret key allowing access to the Amazon Web Services S3 account.</p>
239
+ * <p>Temporary secret key allowing access to the Amazon GameLift S3 account.</p>
240
240
  */
241
241
  SecretAccessKey?: string;
242
242
  /**
@@ -376,7 +376,6 @@ export interface CertificateConfiguration {
376
376
  * TLS/SSL certificate for this fleet. </p>
377
377
  * </li>
378
378
  * </ul>
379
- * <p> </p>
380
379
  */
381
380
  CertificateType: CertificateType | string | undefined;
382
381
  }
@@ -706,7 +705,7 @@ export declare class TaggingFailedException extends __BaseException {
706
705
  constructor(opts: __ExceptionOptionType<TaggingFailedException, __BaseException>);
707
706
  }
708
707
  /**
709
- * <p>The location in Amazon S3 where build or script files are stored for access by Amazon Web Services. This
708
+ * <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
710
709
  * location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
711
710
  * and <a>UpdateScript</a> requests. </p>
712
711
  */
@@ -724,11 +723,11 @@ export interface S3Location {
724
723
  Key?: string;
725
724
  /**
726
725
  * <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
727
- * allows Amazon Web Services to access the S3 bucket.</p>
726
+ * allows Amazon GameLift to access the S3 bucket.</p>
728
727
  */
729
728
  RoleArn?: string;
730
729
  /**
731
- * <p>The version of the file, if object versioning is turned on for the bucket. Amazon Web Services uses
730
+ * <p>The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses
732
731
  * this information when retrieving files from an S3 bucket that you own. Use this
733
732
  * parameter to specify a specific version of the file. If not set, the latest version of
734
733
  * the file is retrieved. </p>
@@ -759,10 +758,10 @@ export interface CreateBuildInput {
759
758
  * <p>Information indicating where your game build files are stored. Use this parameter only
760
759
  * when creating a build with files stored in an Amazon S3 bucket that you own. The storage
761
760
  * location must specify an Amazon S3 bucket name and key. The location must also specify a role
762
- * ARN that you set up to allow Amazon Web Services to access your Amazon S3 bucket. The S3 bucket and your
761
+ * ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your
763
762
  * new build must be in the same Region.</p>
764
763
  * <p>If a <code>StorageLocation</code> is specified, the size of your file
765
- * can be found in your Amazon S3 bucket. Amazon Web Services will report a <code>SizeOnDisk</code> of 0.
764
+ * can be found in your Amazon S3 bucket. Amazon GameLift will report a <code>SizeOnDisk</code> of 0.
766
765
  * </p>
767
766
  */
768
767
  StorageLocation?: S3Location;
@@ -804,7 +803,7 @@ export interface CreateBuildOutput {
804
803
  /**
805
804
  * <p>This element is returned only when the operation is called without a storage
806
805
  * location. It contains credentials to use when you are uploading a build file to an Amazon S3
807
- * bucket that is owned by Amazon Web Services. Credentials have a limited life span. To refresh these
806
+ * bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these
808
807
  * credentials, call <a>RequestUploadCredentials</a>. </p>
809
808
  */
810
809
  UploadCredentials?: AwsCredentials;
@@ -840,15 +839,13 @@ export declare enum IpProtocol {
840
839
  export interface IpPermission {
841
840
  /**
842
841
  * <p>A starting value for a range of allowed port numbers.</p>
843
- * <p>For fleets using Linux builds, only port 22, 443, 1026-60000 are valid.
844
- * For fleets using Windows builds, only port 443, 1026-60000 are valid.</p>
842
+ * <p>For fleets using Windows and Linux builds, only ports 1026-60000 are valid.</p>
845
843
  */
846
844
  FromPort: number | undefined;
847
845
  /**
848
846
  * <p>An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
849
847
  * This value must be higher than <code>FromPort</code>.</p>
850
- * <p>For fleets using Linux builds, only port 22, 443, 1026-60000 are valid.
851
- * For fleets using Windows builds, only port 443, 1026-60000 are valid.</p>
848
+ * <p>For fleets using Windows and Linux builds, only ports 1026-60000 are valid.</p>
852
849
  */
853
850
  ToPort: number | undefined;
854
851
  /**
@@ -1588,7 +1585,7 @@ export declare namespace InstanceDefinition {
1588
1585
  * <p>
1589
1586
  * <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
1590
1587
  * </p>
1591
- * <p>An Amazon EC2 launch template that contains configuration settings and game server code to
1588
+ * <p>An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to
1592
1589
  * be deployed to all instances in a game server group. The launch template is specified
1593
1590
  * when creating a new game server group with <a>CreateGameServerGroup</a>. </p>
1594
1591
  */
@@ -1603,7 +1600,7 @@ export interface LaunchTemplateSpecification {
1603
1600
  LaunchTemplateName?: string;
1604
1601
  /**
1605
1602
  * <p>The version of the Amazon EC2 launch template to use. If no version is specified, the
1606
- * default version will be used. With Amazon Elastic Compute Cloud, you can specify a default version for a
1603
+ * default version will be used. With Amazon EC2, you can specify a default version for a
1607
1604
  * launch template. If none is set, the default is the first version created.</p>
1608
1605
  */
1609
1606
  Version?: string;
@@ -1623,7 +1620,7 @@ export interface CreateGameServerGroupInput {
1623
1620
  GameServerGroupName: string | undefined;
1624
1621
  /**
1625
1622
  * <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
1626
- * allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.</p>
1623
+ * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.</p>
1627
1624
  */
1628
1625
  RoleArn: string | undefined;
1629
1626
  /**
@@ -1791,7 +1788,7 @@ export interface GameServerGroup {
1791
1788
  GameServerGroupArn?: string;
1792
1789
  /**
1793
1790
  * <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
1794
- * allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.</p>
1791
+ * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.</p>
1795
1792
  */
1796
1793
  RoleArn?: string;
1797
1794
  /**
@@ -3028,7 +3025,7 @@ export interface PlayerSession {
3028
3025
  */
3029
3026
  DnsName?: string;
3030
3027
  /**
3031
- * <p>Port number for the game session. To connect to a Amazon Web Services server process, an app
3028
+ * <p>Port number for the game session. To connect to a Amazon GameLift server process, an app
3032
3029
  * needs both the IP address and port number.</p>
3033
3030
  */
3034
3031
  Port?: number;
@@ -3099,7 +3096,7 @@ export interface CreatePlayerSessionsInput {
3099
3096
  PlayerIds: string[] | undefined;
3100
3097
  /**
3101
3098
  * <p>Map of string pairs, each specifying a player ID and a set of developer-defined
3102
- * information related to the player. Amazon Web Services does not use this data, so it can be formatted
3099
+ * information related to the player. Amazon GameLift does not use this data, so it can be formatted
3103
3100
  * as needed for use in the game. Any player data strings for player IDs that are not
3104
3101
  * included in the <code>PlayerIds</code> parameter are ignored. </p>
3105
3102
  */
@@ -3142,9 +3139,9 @@ export interface CreateScriptInput {
3142
3139
  /**
3143
3140
  * <p>The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is
3144
3141
  * stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the
3145
- * "key"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3
3142
+ * "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3
3146
3143
  * bucket must be in the same Region where you want to create a new script. By default,
3147
- * Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning
3144
+ * Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning
3148
3145
  * turned on, you can use the <code>ObjectVersion</code> parameter to specify an earlier
3149
3146
  * version. </p>
3150
3147
  */
@@ -3217,7 +3214,7 @@ export interface Script {
3217
3214
  */
3218
3215
  CreationTime?: Date;
3219
3216
  /**
3220
- * <p>The location in Amazon S3 where build or script files are stored for access by Amazon Web Services. This
3217
+ * <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
3221
3218
  * location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
3222
3219
  * and <a>UpdateScript</a> requests. </p>
3223
3220
  */
@@ -3236,7 +3233,7 @@ export interface CreateScriptOutput {
3236
3233
  * bucket under your account, the storage location reflects the information that was
3237
3234
  * provided in the <i>CreateScript</i> request; (2) If the script file was
3238
3235
  * uploaded from a local zip file, the storage location reflects an S3 location controls by
3239
- * the Amazon Web Services service.</p>
3236
+ * the Amazon GameLift service.</p>
3240
3237
  */
3241
3238
  Script?: Script;
3242
3239
  }
@@ -3271,7 +3268,7 @@ export declare namespace CreateVpcPeeringAuthorizationInput {
3271
3268
  }
3272
3269
  /**
3273
3270
  * <p>Represents an authorization for a VPC peering connection between the VPC for an
3274
- * Amazon Web Services fleet and another VPC on an account you have access to. This authorization
3271
+ * Amazon GameLift fleet and another VPC on an account you have access to. This authorization
3275
3272
  * must exist and be valid for the peering connection to be established. Authorizations are
3276
3273
  * valid for 24 hours after they are issued.</p>
3277
3274
  * <p>
@@ -3340,13 +3337,13 @@ export declare namespace CreateVpcPeeringAuthorizationOutput {
3340
3337
  */
3341
3338
  export interface CreateVpcPeeringConnectionInput {
3342
3339
  /**
3343
- * <p>A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon Web Services which GameLift
3340
+ * <p>A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift
3344
3341
  * VPC to peer with. </p>
3345
3342
  */
3346
3343
  FleetId: string | undefined;
3347
3344
  /**
3348
3345
  * <p>A unique identifier for the Amazon Web Services account with the VPC that you want to peer your
3349
- * Amazon Web Services fleet with. You can find your Account ID in the Amazon Web Services Management Console under account
3346
+ * Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account
3350
3347
  * settings.</p>
3351
3348
  */
3352
3349
  PeerVpcAwsAccountId: string | undefined;
@@ -5995,7 +5992,7 @@ export declare enum ScalingAdjustmentType {
5995
5992
  /**
5996
5993
  * <p>Settings for a target-based scaling policy (see <a>ScalingPolicy</a>. A
5997
5994
  * target-based policy tracks a particular fleet metric specifies a target value for the
5998
- * metric. As player usage changes, the policy triggers Amazon Web Services to adjust capacity so
5995
+ * metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so
5999
5996
  * that the metric returns to the target value. The target configuration specifies settings
6000
5997
  * as needed for the target based policy, including the target value. </p>
6001
5998
  * <p>
@@ -6146,8 +6143,8 @@ export interface ScalingPolicy {
6146
6143
  */
6147
6144
  EvaluationPeriods?: number;
6148
6145
  /**
6149
- * <p>Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For
6150
- * detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon Web Services
6146
+ * <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For
6147
+ * detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon GameLift
6151
6148
  * with Amazon CloudWatch</a>. </p>
6152
6149
  * <ul>
6153
6150
  * <li>
@@ -6353,7 +6350,7 @@ export declare namespace VpcPeeringConnectionStatus {
6353
6350
  }
6354
6351
  /**
6355
6352
  * <p>Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the
6356
- * VPC for your Amazon Web Services fleets. This record may be for an active peering connection or a
6353
+ * VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a
6357
6354
  * pending connection that has not yet been established.</p>
6358
6355
  * <p>
6359
6356
  * <b>Related actions</b>
@@ -6370,7 +6367,7 @@ export declare namespace VpcPeeringConnectionStatus {
6370
6367
  */
6371
6368
  export interface VpcPeeringConnection {
6372
6369
  /**
6373
- * <p>A unique identifier for the fleet. This ID determines the ID of the Amazon Web Services VPC for your fleet.</p>
6370
+ * <p>A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.</p>
6374
6371
  */
6375
6372
  FleetId?: string;
6376
6373
  /**
@@ -6404,8 +6401,8 @@ export interface VpcPeeringConnection {
6404
6401
  */
6405
6402
  PeerVpcId?: string;
6406
6403
  /**
6407
- * <p>A unique identifier for the VPC that contains the Amazon Web Services fleet for this
6408
- * connection. This VPC is managed by Amazon Web Services and does not appear in your Amazon Web Services account.
6404
+ * <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for this
6405
+ * connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.
6409
6406
  * </p>
6410
6407
  */
6411
6408
  GameLiftVpcId?: string;
@@ -6952,8 +6949,8 @@ export interface PutScalingPolicyInput {
6952
6949
  */
6953
6950
  EvaluationPeriods?: number;
6954
6951
  /**
6955
- * <p>Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For
6956
- * detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon Web Services
6952
+ * <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For
6953
+ * detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon GameLift
6957
6954
  * with Amazon CloudWatch</a>. </p>
6958
6955
  * <ul>
6959
6956
  * <li>
@@ -7467,7 +7464,7 @@ export declare namespace StartGameSessionPlacementOutput {
7467
7464
  */
7468
7465
  export interface StartMatchBackfillInput {
7469
7466
  /**
7470
- * <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of
7467
+ * <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of
7471
7468
  * a UUID. Use this identifier to track the match backfill ticket status and retrieve match
7472
7469
  * results.</p>
7473
7470
  */
@@ -7535,7 +7532,7 @@ export declare namespace StartMatchBackfillOutput {
7535
7532
  */
7536
7533
  export interface StartMatchmakingInput {
7537
7534
  /**
7538
- * <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of
7535
+ * <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of
7539
7536
  * a UUID. Use this identifier to track the matchmaking ticket status and retrieve match
7540
7537
  * results.</p>
7541
7538
  */
@@ -8071,7 +8068,7 @@ export interface UpdateGameServerGroupInput {
8071
8068
  GameServerGroupName: string | undefined;
8072
8069
  /**
8073
8070
  * <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
8074
- * allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.</p>
8071
+ * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.</p>
8075
8072
  */
8076
8073
  RoleArn?: string;
8077
8074
  /**
@@ -8450,9 +8447,9 @@ export interface UpdateScriptInput {
8450
8447
  /**
8451
8448
  * <p>The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is
8452
8449
  * stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the
8453
- * "key"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3
8450
+ * "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3
8454
8451
  * bucket must be in the same Region where you want to create a new script. By default,
8455
- * Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning
8452
+ * Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning
8456
8453
  * turned on, you can use the <code>ObjectVersion</code> parameter to specify an earlier
8457
8454
  * version. </p>
8458
8455
  */
@@ -8479,7 +8476,7 @@ export interface UpdateScriptOutput {
8479
8476
  * location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket
8480
8477
  * under your account, the storage location reflects the information that was provided in
8481
8478
  * the <i>CreateScript</i> request; (2) If the script file was uploaded from
8482
- * a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services
8479
+ * a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift
8483
8480
  * service.</p>
8484
8481
  */
8485
8482
  Script?: Script;
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": "3.76.0",
4
+ "version": "3.77.0",
5
5
  "scripts": {
6
6
  "build": "concurrently 'yarn:build:cjs' 'yarn:build:es' 'yarn:build:types'",
7
7
  "build:cjs": "tsc -p tsconfig.cjs.json",