@pgarbe/cdk-ecr-sync 0.5.24 → 0.5.27
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.gitattributes +0 -1
- package/.jsii +149 -6
- package/.projenrc.ts +2 -5
- package/CHANGELOG.md +1 -91
- package/lib/ecr-sync.d.ts +4 -22
- package/lib/ecr-sync.js +3 -10
- package/lib/image.d.ts +5 -8
- package/lib/image.js +1 -1
- package/node_modules/aws-sdk/CHANGELOG.md +337 -1
- package/node_modules/aws-sdk/README.md +1 -1
- package/node_modules/aws-sdk/apis/acm-pca-2017-08-22.min.json +56 -25
- package/node_modules/aws-sdk/apis/amplify-2017-07-25.min.json +68 -50
- package/node_modules/aws-sdk/apis/amplifybackend-2020-08-11.min.json +47 -7
- package/node_modules/aws-sdk/apis/amplifyuibuilder-2021-08-11.min.json +144 -65
- package/node_modules/aws-sdk/apis/amplifyuibuilder-2021-08-11.paginators.json +10 -0
- package/node_modules/aws-sdk/apis/apigateway-2015-07-09.paginators.json +5 -0
- package/node_modules/aws-sdk/apis/appconfig-2019-10-09.min.json +3 -1
- package/node_modules/aws-sdk/apis/appconfigdata-2021-11-11.min.json +11 -11
- package/node_modules/aws-sdk/apis/appflow-2020-08-23.min.json +739 -235
- package/node_modules/aws-sdk/apis/appflow-2020-08-23.paginators.json +7 -1
- package/node_modules/aws-sdk/apis/apprunner-2020-05-15.min.json +350 -32
- package/node_modules/aws-sdk/apis/apprunner-2020-05-15.paginators.json +10 -0
- package/node_modules/aws-sdk/apis/appstream-2016-12-01.min.json +9 -0
- package/node_modules/aws-sdk/apis/athena-2017-05-18.min.json +90 -31
- package/node_modules/aws-sdk/apis/auditmanager-2017-07-25.min.json +5 -1
- package/node_modules/aws-sdk/apis/autoscaling-2011-01-01.examples.json +31 -46
- package/node_modules/aws-sdk/apis/autoscaling-2011-01-01.min.json +113 -90
- package/node_modules/aws-sdk/apis/batch-2016-08-10.min.json +143 -94
- package/node_modules/aws-sdk/apis/billingconductor-2021-07-30.examples.json +5 -0
- package/node_modules/aws-sdk/apis/billingconductor-2021-07-30.min.json +1374 -0
- package/node_modules/aws-sdk/apis/billingconductor-2021-07-30.paginators.json +62 -0
- package/node_modules/aws-sdk/apis/billingconductor-2021-07-30.waiters2.json +4 -0
- package/node_modules/aws-sdk/apis/budgets-2016-10-20.min.json +107 -45
- package/node_modules/aws-sdk/apis/budgets-2016-10-20.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/ce-2017-10-25.min.json +206 -125
- package/node_modules/aws-sdk/apis/chime-2018-05-01.min.json +3 -0
- package/node_modules/aws-sdk/apis/chime-sdk-meetings-2021-07-15.min.json +16 -11
- package/node_modules/aws-sdk/apis/cloudformation-2010-05-15.min.json +86 -25
- package/node_modules/aws-sdk/apis/cloudtrail-2013-11-01.min.json +6 -0
- package/node_modules/aws-sdk/apis/codeguru-reviewer-2019-09-19.waiters2.json +14 -2
- package/node_modules/aws-sdk/apis/cognito-idp-2016-04-18.min.json +119 -118
- package/node_modules/aws-sdk/apis/comprehend-2017-11-27.min.json +308 -79
- package/node_modules/aws-sdk/apis/comprehend-2017-11-27.paginators.json +5 -0
- package/node_modules/aws-sdk/apis/config-2014-11-12.min.json +217 -113
- package/node_modules/aws-sdk/apis/connect-2017-08-08.min.json +679 -139
- package/node_modules/aws-sdk/apis/connect-2017-08-08.paginators.json +24 -0
- package/node_modules/aws-sdk/apis/customer-profiles-2020-08-15.min.json +537 -200
- package/node_modules/aws-sdk/apis/databrew-2017-07-25.min.json +41 -38
- package/node_modules/aws-sdk/apis/dataexchange-2017-07-25.min.json +83 -4
- package/node_modules/aws-sdk/apis/datasync-2018-11-09.min.json +142 -73
- package/node_modules/aws-sdk/apis/devops-guru-2020-12-01.min.json +213 -119
- package/node_modules/aws-sdk/apis/docdb-2014-10-31.min.json +10 -2
- package/node_modules/aws-sdk/apis/dynamodb-2012-08-10.min.json +10 -4
- package/node_modules/aws-sdk/apis/ec2-2016-11-15.min.json +1015 -804
- package/node_modules/aws-sdk/apis/ec2-2016-11-15.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/ec2-instance-connect-2018-04-02.min.json +1 -2
- package/node_modules/aws-sdk/apis/ecr-2015-09-21.min.json +14 -11
- package/node_modules/aws-sdk/apis/ecr-2015-09-21.paginators.json +4 -1
- package/node_modules/aws-sdk/apis/ecs-2014-11-13.min.json +10 -0
- package/node_modules/aws-sdk/apis/elasticfilesystem-2015-02-01.min.json +149 -21
- package/node_modules/aws-sdk/apis/es-2015-01-01.min.json +125 -49
- package/node_modules/aws-sdk/apis/eventbridge-2015-10-07.min.json +262 -19
- package/node_modules/aws-sdk/apis/evidently-2021-02-01.min.json +13 -0
- package/node_modules/aws-sdk/apis/finspace-data-2020-07-13.min.json +454 -7
- package/node_modules/aws-sdk/apis/finspace-data-2020-07-13.paginators.json +12 -0
- package/node_modules/aws-sdk/apis/fis-2020-12-01.min.json +229 -31
- package/node_modules/aws-sdk/apis/fis-2020-12-01.paginators.json +5 -0
- package/node_modules/aws-sdk/apis/fms-2018-01-01.min.json +265 -82
- package/node_modules/aws-sdk/apis/fms-2018-01-01.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/frauddetector-2019-11-15.min.json +212 -6
- package/node_modules/aws-sdk/apis/frauddetector-2019-11-15.paginators.json +5 -0
- package/node_modules/aws-sdk/apis/fsx-2018-03-01.min.json +123 -98
- package/node_modules/aws-sdk/apis/fsx-2018-03-01.paginators.json +4 -2
- package/node_modules/aws-sdk/apis/gamesparks-2021-08-17.examples.json +5 -0
- package/node_modules/aws-sdk/apis/gamesparks-2021-08-17.min.json +1363 -0
- package/node_modules/aws-sdk/apis/gamesparks-2021-08-17.paginators.json +46 -0
- package/node_modules/aws-sdk/apis/glue-2017-03-31.min.json +795 -341
- package/node_modules/aws-sdk/apis/glue-2017-03-31.paginators.json +10 -0
- package/node_modules/aws-sdk/apis/grafana-2020-08-18.min.json +117 -19
- package/node_modules/aws-sdk/apis/guardduty-2017-11-28.min.json +352 -77
- package/node_modules/aws-sdk/apis/imagebuilder-2019-12-02.min.json +107 -73
- package/node_modules/aws-sdk/apis/iot-2015-05-28.min.json +274 -202
- package/node_modules/aws-sdk/apis/iot-2015-05-28.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/iot-data-2015-05-28.min.json +1 -1
- package/node_modules/aws-sdk/apis/iotsitewise-2019-12-02.min.json +516 -168
- package/node_modules/aws-sdk/apis/iotsitewise-2019-12-02.paginators.json +14 -0
- package/node_modules/aws-sdk/apis/iottwinmaker-2021-11-29.min.json +75 -68
- package/node_modules/aws-sdk/apis/kafka-2018-11-14.min.json +114 -94
- package/node_modules/aws-sdk/apis/kafkaconnect-2021-09-14.min.json +95 -48
- package/node_modules/aws-sdk/apis/kendra-2019-02-03.min.json +253 -56
- package/node_modules/aws-sdk/apis/keyspaces-2022-02-10.examples.json +5 -0
- package/node_modules/aws-sdk/apis/keyspaces-2022-02-10.min.json +562 -0
- package/node_modules/aws-sdk/apis/keyspaces-2022-02-10.paginators.json +22 -0
- package/node_modules/aws-sdk/apis/keyspaces-2022-02-10.waiters2.json +5 -0
- package/node_modules/aws-sdk/apis/kms-2014-11-01.examples.json +239 -9
- package/node_modules/aws-sdk/apis/kms-2014-11-01.min.json +80 -12
- package/node_modules/aws-sdk/apis/lakeformation-2017-03-31.min.json +0 -1
- package/node_modules/aws-sdk/apis/lambda-2015-03-31.min.json +418 -149
- package/node_modules/aws-sdk/apis/lambda-2015-03-31.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/lambda-2015-03-31.waiters2.json +54 -2
- package/node_modules/aws-sdk/apis/lightsail-2016-11-28.min.json +73 -53
- package/node_modules/aws-sdk/apis/location-2020-11-19.min.json +11 -8
- package/node_modules/aws-sdk/apis/location-2020-11-19.paginators.json +1 -0
- package/node_modules/aws-sdk/apis/lookoutmetrics-2017-07-25.min.json +123 -0
- package/node_modules/aws-sdk/apis/lookoutvision-2020-11-20.min.json +0 -1
- package/node_modules/aws-sdk/apis/macie2-2020-01-01.min.json +36 -29
- package/node_modules/aws-sdk/apis/mediaconnect-2018-11-14.min.json +83 -27
- package/node_modules/aws-sdk/apis/mediaconvert-2017-08-29.min.json +163 -127
- package/node_modules/aws-sdk/apis/medialive-2017-10-14.min.json +222 -154
- package/node_modules/aws-sdk/apis/mediapackage-vod-2018-11-07.min.json +16 -13
- package/node_modules/aws-sdk/apis/mediatailor-2018-04-23.min.json +416 -139
- package/node_modules/aws-sdk/apis/mediatailor-2018-04-23.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/metadata.json +13 -0
- package/node_modules/aws-sdk/apis/meteringmarketplace-2016-01-14.min.json +2 -1
- package/node_modules/aws-sdk/apis/mgn-2020-02-26.min.json +15 -19
- package/node_modules/aws-sdk/apis/models.lex.v2-2020-08-07.min.json +0 -2
- package/node_modules/aws-sdk/apis/monitoring-2010-08-01.min.json +47 -11
- package/node_modules/aws-sdk/apis/opensearch-2021-01-01.min.json +125 -49
- package/node_modules/aws-sdk/apis/organizations-2016-11-28.min.json +77 -62
- package/node_modules/aws-sdk/apis/outposts-2019-12-03.min.json +18 -0
- package/node_modules/aws-sdk/apis/panorama-2019-07-24.min.json +414 -346
- package/node_modules/aws-sdk/apis/personalize-2018-05-22.min.json +189 -42
- package/node_modules/aws-sdk/apis/pinpoint-2016-12-01.min.json +2 -1
- package/node_modules/aws-sdk/apis/pinpoint-sms-voice-v2-2022-03-31.examples.json +5 -0
- package/node_modules/aws-sdk/apis/pinpoint-sms-voice-v2-2022-03-31.min.json +1681 -0
- package/node_modules/aws-sdk/apis/pinpoint-sms-voice-v2-2022-03-31.paginators.json +70 -0
- package/node_modules/aws-sdk/apis/pinpoint-sms-voice-v2-2022-03-31.waiters2.json +5 -0
- package/node_modules/aws-sdk/apis/proton-2020-07-20.min.json +4 -1
- package/node_modules/aws-sdk/apis/quicksight-2018-04-01.min.json +151 -43
- package/node_modules/aws-sdk/apis/rds-2014-10-31.min.json +269 -406
- package/node_modules/aws-sdk/apis/rds-2014-10-31.paginators.json +0 -12
- package/node_modules/aws-sdk/apis/redshift-2012-12-01.min.json +39 -22
- package/node_modules/aws-sdk/apis/robomaker-2018-06-29.min.json +148 -48
- package/node_modules/aws-sdk/apis/route53-recovery-cluster-2019-12-02.min.json +49 -3
- package/node_modules/aws-sdk/apis/route53-recovery-cluster-2019-12-02.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/s3-2006-03-01.examples.json +145 -145
- package/node_modules/aws-sdk/apis/s3-2006-03-01.min.json +772 -239
- package/node_modules/aws-sdk/apis/s3control-2018-08-20.min.json +154 -53
- package/node_modules/aws-sdk/apis/s3outposts-2017-07-25.min.json +64 -24
- package/node_modules/aws-sdk/apis/s3outposts-2017-07-25.paginators.json +6 -0
- package/node_modules/aws-sdk/apis/sagemaker-2017-07-24.min.json +131 -123
- package/node_modules/aws-sdk/apis/secretsmanager-2017-10-17.examples.json +12 -10
- package/node_modules/aws-sdk/apis/secretsmanager-2017-10-17.min.json +15 -10
- package/node_modules/aws-sdk/apis/securityhub-2018-10-26.min.json +388 -302
- package/node_modules/aws-sdk/apis/servicecatalog-2015-12-10.min.json +16 -8
- package/node_modules/aws-sdk/apis/servicecatalog-appregistry-2020-06-24.min.json +8 -2
- package/node_modules/aws-sdk/apis/ssm-2014-11-06.min.json +303 -285
- package/node_modules/aws-sdk/apis/ssm-incidents-2018-05-10.min.json +12 -12
- package/node_modules/aws-sdk/apis/synthetics-2017-10-11.min.json +44 -36
- package/node_modules/aws-sdk/apis/textract-2018-06-27.min.json +82 -45
- package/node_modules/aws-sdk/apis/transcribe-2017-10-26.min.json +50 -40
- package/node_modules/aws-sdk/apis/transfer-2018-11-05.min.json +57 -47
- package/node_modules/aws-sdk/apis/transfer-2018-11-05.paginators.json +27 -8
- package/node_modules/aws-sdk/apis/transfer-2018-11-05.waiters2.json +45 -0
- package/node_modules/aws-sdk/apis/translate-2017-07-01.min.json +19 -18
- package/node_modules/aws-sdk/apis/wafv2-2019-07-29.min.json +221 -105
- package/node_modules/aws-sdk/apis/wisdom-2020-10-19.min.json +60 -19
- package/node_modules/aws-sdk/apis/worklink-2018-09-25.min.json +99 -33
- package/node_modules/aws-sdk/apis/workspaces-2015-04-08.min.json +195 -27
- package/node_modules/aws-sdk/clients/acmpca.d.ts +72 -36
- package/node_modules/aws-sdk/clients/all.d.ts +4 -0
- package/node_modules/aws-sdk/clients/all.js +5 -1
- package/node_modules/aws-sdk/clients/amplify.d.ts +15 -10
- package/node_modules/aws-sdk/clients/amplifybackend.d.ts +48 -12
- package/node_modules/aws-sdk/clients/amplifyuibuilder.d.ts +142 -18
- package/node_modules/aws-sdk/clients/appconfig.d.ts +13 -13
- package/node_modules/aws-sdk/clients/appconfigdata.d.ts +18 -18
- package/node_modules/aws-sdk/clients/appflow.d.ts +691 -4
- package/node_modules/aws-sdk/clients/apprunner.d.ts +371 -20
- package/node_modules/aws-sdk/clients/appstream.d.ts +13 -1
- package/node_modules/aws-sdk/clients/athena.d.ts +92 -8
- package/node_modules/aws-sdk/clients/auditmanager.d.ts +6 -6
- package/node_modules/aws-sdk/clients/autoscaling.d.ts +62 -34
- package/node_modules/aws-sdk/clients/backup.d.ts +24 -24
- package/node_modules/aws-sdk/clients/batch.d.ts +116 -48
- package/node_modules/aws-sdk/clients/billingconductor.d.ts +1554 -0
- package/node_modules/aws-sdk/clients/billingconductor.js +19 -0
- package/node_modules/aws-sdk/clients/budgets.d.ts +107 -48
- package/node_modules/aws-sdk/clients/chime.d.ts +10 -6
- package/node_modules/aws-sdk/clients/chimesdkmeetings.d.ts +31 -5
- package/node_modules/aws-sdk/clients/cloudcontrol.d.ts +22 -22
- package/node_modules/aws-sdk/clients/cloudformation.d.ts +408 -265
- package/node_modules/aws-sdk/clients/cloudtrail.d.ts +17 -9
- package/node_modules/aws-sdk/clients/cloudwatch.d.ts +44 -12
- package/node_modules/aws-sdk/clients/codegurureviewer.d.ts +6 -5
- package/node_modules/aws-sdk/clients/cognitoidentityserviceprovider.d.ts +299 -294
- package/node_modules/aws-sdk/clients/comprehend.d.ts +337 -5
- package/node_modules/aws-sdk/clients/configservice.d.ts +220 -49
- package/node_modules/aws-sdk/clients/connect.d.ts +675 -19
- package/node_modules/aws-sdk/clients/costexplorer.d.ts +105 -19
- package/node_modules/aws-sdk/clients/customerprofiles.d.ts +365 -2
- package/node_modules/aws-sdk/clients/databrew.d.ts +8 -3
- package/node_modules/aws-sdk/clients/dataexchange.d.ts +117 -0
- package/node_modules/aws-sdk/clients/datasync.d.ts +96 -14
- package/node_modules/aws-sdk/clients/devopsguru.d.ts +109 -3
- package/node_modules/aws-sdk/clients/docdb.d.ts +56 -40
- package/node_modules/aws-sdk/clients/dynamodb.d.ts +15 -7
- package/node_modules/aws-sdk/clients/ebs.d.ts +13 -13
- package/node_modules/aws-sdk/clients/ec2.d.ts +371 -105
- package/node_modules/aws-sdk/clients/ec2instanceconnect.d.ts +1 -1
- package/node_modules/aws-sdk/clients/ecr.d.ts +10 -5
- package/node_modules/aws-sdk/clients/ecs.d.ts +51 -35
- package/node_modules/aws-sdk/clients/efs.d.ts +153 -26
- package/node_modules/aws-sdk/clients/eks.d.ts +1 -1
- package/node_modules/aws-sdk/clients/elasticache.d.ts +13 -13
- package/node_modules/aws-sdk/clients/emr.d.ts +14 -14
- package/node_modules/aws-sdk/clients/es.d.ts +97 -0
- package/node_modules/aws-sdk/clients/eventbridge.d.ts +386 -13
- package/node_modules/aws-sdk/clients/evidently.d.ts +11 -3
- package/node_modules/aws-sdk/clients/finspacedata.d.ts +520 -46
- package/node_modules/aws-sdk/clients/fis.d.ts +266 -22
- package/node_modules/aws-sdk/clients/fms.d.ts +333 -3
- package/node_modules/aws-sdk/clients/frauddetector.d.ts +308 -0
- package/node_modules/aws-sdk/clients/fsx.d.ts +105 -69
- package/node_modules/aws-sdk/clients/gamelift.d.ts +216 -216
- package/node_modules/aws-sdk/clients/gamesparks.d.ts +1324 -0
- package/node_modules/aws-sdk/clients/gamesparks.js +18 -0
- package/node_modules/aws-sdk/clients/glue.d.ts +542 -7
- package/node_modules/aws-sdk/clients/grafana.d.ts +81 -5
- package/node_modules/aws-sdk/clients/greengrassv2.d.ts +6 -6
- package/node_modules/aws-sdk/clients/guardduty.d.ts +309 -44
- package/node_modules/aws-sdk/clients/iam.d.ts +10 -10
- package/node_modules/aws-sdk/clients/imagebuilder.d.ts +55 -6
- package/node_modules/aws-sdk/clients/iot.d.ts +76 -13
- package/node_modules/aws-sdk/clients/iotdata.d.ts +7 -7
- package/node_modules/aws-sdk/clients/iotsitewise.d.ts +369 -0
- package/node_modules/aws-sdk/clients/iottwinmaker.d.ts +25 -8
- package/node_modules/aws-sdk/clients/kafka.d.ts +19 -1
- package/node_modules/aws-sdk/clients/kafkaconnect.d.ts +50 -5
- package/node_modules/aws-sdk/clients/kendra.d.ts +400 -134
- package/node_modules/aws-sdk/clients/keyspaces.d.ts +652 -0
- package/node_modules/aws-sdk/clients/keyspaces.js +19 -0
- package/node_modules/aws-sdk/clients/kms.d.ts +205 -115
- package/node_modules/aws-sdk/clients/lakeformation.d.ts +2 -2
- package/node_modules/aws-sdk/clients/lambda.d.ts +316 -13
- package/node_modules/aws-sdk/clients/lexmodelsv2.d.ts +2 -2
- package/node_modules/aws-sdk/clients/lightsail.d.ts +54 -18
- package/node_modules/aws-sdk/clients/location.d.ts +8 -3
- package/node_modules/aws-sdk/clients/lookoutmetrics.d.ts +160 -0
- package/node_modules/aws-sdk/clients/lookoutvision.d.ts +4 -4
- package/node_modules/aws-sdk/clients/macie.d.ts +50 -50
- package/node_modules/aws-sdk/clients/macie2.d.ts +9 -4
- package/node_modules/aws-sdk/clients/marketplacemetering.d.ts +17 -12
- package/node_modules/aws-sdk/clients/mediaconnect.d.ts +47 -0
- package/node_modules/aws-sdk/clients/mediaconvert.d.ts +75 -16
- package/node_modules/aws-sdk/clients/medialive.d.ts +79 -3
- package/node_modules/aws-sdk/clients/mediapackage.d.ts +1 -1
- package/node_modules/aws-sdk/clients/mediapackagevod.d.ts +5 -0
- package/node_modules/aws-sdk/clients/mediatailor.d.ts +327 -12
- package/node_modules/aws-sdk/clients/mgn.d.ts +63 -50
- package/node_modules/aws-sdk/clients/migrationhubrefactorspaces.d.ts +17 -17
- package/node_modules/aws-sdk/clients/opensearch.d.ts +97 -0
- package/node_modules/aws-sdk/clients/organizations.d.ts +144 -129
- package/node_modules/aws-sdk/clients/outposts.d.ts +17 -2
- package/node_modules/aws-sdk/clients/panorama.d.ts +467 -406
- package/node_modules/aws-sdk/clients/personalize.d.ts +191 -25
- package/node_modules/aws-sdk/clients/pi.d.ts +26 -26
- package/node_modules/aws-sdk/clients/pinpoint.d.ts +4 -0
- package/node_modules/aws-sdk/clients/pinpointsmsvoicev2.d.ts +2367 -0
- package/node_modules/aws-sdk/clients/pinpointsmsvoicev2.js +19 -0
- package/node_modules/aws-sdk/clients/polly.d.ts +3 -3
- package/node_modules/aws-sdk/clients/proton.d.ts +105 -101
- package/node_modules/aws-sdk/clients/quicksight.d.ts +114 -12
- package/node_modules/aws-sdk/clients/ram.d.ts +5 -5
- package/node_modules/aws-sdk/clients/rbin.d.ts +41 -41
- package/node_modules/aws-sdk/clients/rds.d.ts +564 -779
- package/node_modules/aws-sdk/clients/redshift.d.ts +52 -18
- package/node_modules/aws-sdk/clients/robomaker.d.ts +37 -36
- package/node_modules/aws-sdk/clients/route53.d.ts +12 -12
- package/node_modules/aws-sdk/clients/route53recoverycluster.d.ts +82 -10
- package/node_modules/aws-sdk/clients/route53recoveryreadiness.d.ts +275 -230
- package/node_modules/aws-sdk/clients/s3.d.ts +731 -200
- package/node_modules/aws-sdk/clients/s3control.d.ts +145 -13
- package/node_modules/aws-sdk/clients/s3outposts.d.ts +50 -18
- package/node_modules/aws-sdk/clients/sagemaker.d.ts +28 -8
- package/node_modules/aws-sdk/clients/secretsmanager.d.ts +77 -63
- package/node_modules/aws-sdk/clients/securityhub.d.ts +151 -1
- package/node_modules/aws-sdk/clients/servicecatalog.d.ts +4 -0
- package/node_modules/aws-sdk/clients/sns.d.ts +2 -2
- package/node_modules/aws-sdk/clients/ssm.d.ts +61 -36
- package/node_modules/aws-sdk/clients/ssmincidents.d.ts +3 -2
- package/node_modules/aws-sdk/clients/storagegateway.d.ts +24 -24
- package/node_modules/aws-sdk/clients/sts.d.ts +3 -3
- package/node_modules/aws-sdk/clients/synthetics.d.ts +18 -7
- package/node_modules/aws-sdk/clients/textract.d.ts +47 -14
- package/node_modules/aws-sdk/clients/timestreamquery.d.ts +1 -1
- package/node_modules/aws-sdk/clients/transcribeservice.d.ts +119 -103
- package/node_modules/aws-sdk/clients/transfer.d.ts +75 -12
- package/node_modules/aws-sdk/clients/transfer.js +1 -0
- package/node_modules/aws-sdk/clients/translate.d.ts +2 -0
- package/node_modules/aws-sdk/clients/wafv2.d.ts +170 -7
- package/node_modules/aws-sdk/clients/wisdom.d.ts +77 -32
- package/node_modules/aws-sdk/clients/workspaces.d.ts +243 -4
- package/node_modules/aws-sdk/dist/aws-sdk-core-react-native.js +44 -32
- package/node_modules/aws-sdk/dist/aws-sdk-react-native.js +1236 -1046
- package/node_modules/aws-sdk/dist/aws-sdk.js +5655 -3021
- package/node_modules/aws-sdk/dist/aws-sdk.min.js +93 -92
- package/node_modules/aws-sdk/lib/config-base.d.ts +1 -0
- package/node_modules/aws-sdk/lib/config_service_placeholders.d.ts +8 -0
- package/node_modules/aws-sdk/lib/core.d.ts +1 -0
- package/node_modules/aws-sdk/lib/core.js +1 -1
- package/node_modules/aws-sdk/lib/credentials/credential_provider_chain.js +1 -0
- package/node_modules/aws-sdk/lib/credentials/ec2_metadata_credentials.d.ts +28 -18
- package/node_modules/aws-sdk/lib/credentials/ec2_metadata_credentials.js +75 -18
- package/node_modules/aws-sdk/lib/credentials/sso_credentials.d.ts +14 -0
- package/node_modules/aws-sdk/lib/credentials/sso_credentials.js +179 -0
- package/node_modules/aws-sdk/lib/dynamodb/document_client.d.ts +9 -1
- package/node_modules/aws-sdk/lib/model/operation.js +6 -1
- package/node_modules/aws-sdk/lib/node_loader.js +2 -0
- package/node_modules/aws-sdk/lib/param_validator.js +2 -1
- package/node_modules/aws-sdk/lib/region_config_data.json +10 -0
- package/node_modules/aws-sdk/lib/services/s3.js +2 -1
- package/node_modules/aws-sdk/package.json +2 -2
- package/node_modules/aws-sdk/scripts/region-checker/allowlist.js +8 -5
- package/node_modules/jmespath/jmespath.js +32 -27
- package/node_modules/jmespath/package.json +2 -7
- package/node_modules/jszip/.github/workflows/pr.yaml +42 -0
- package/node_modules/jszip/CHANGES.md +15 -1
- package/node_modules/jszip/LICENSE.markdown +1 -1
- package/node_modules/jszip/dist/jszip.js +37 -5
- package/node_modules/jszip/dist/jszip.min.js +2 -2
- package/node_modules/jszip/index.d.ts +79 -14
- package/node_modules/jszip/lib/index.js +1 -1
- package/node_modules/jszip/lib/load.js +8 -1
- package/node_modules/jszip/lib/utils.js +27 -2
- package/node_modules/jszip/package.json +9 -8
- package/node_modules/jszip/tsconfig.json +101 -0
- package/package.json +25 -20
- package/releasetag.txt +1 -0
- package/version.txt +1 -0
- package/node_modules/jmespath/.eslintrc +0 -10
- package/node_modules/jmespath/.npmignore +0 -1
- package/node_modules/jmespath/.travis.yml +0 -6
- package/node_modules/jmespath/BASELINE +0 -15
- package/node_modules/jmespath/Gruntfile.js +0 -36
- package/node_modules/jmespath/g.sh +0 -5
- package/node_modules/jmespath/index.html +0 -93
- package/node_modules/jmespath/james.html +0 -7
- package/node_modules/jmespath/l.js +0 -189
- package/node_modules/jmespath/perf.js +0 -33
- package/node_modules/jmespath/reservedWords.json +0 -4
- package/node_modules/jmespath/test/compliance/basic.json +0 -96
- package/node_modules/jmespath/test/compliance/boolean.json +0 -257
- package/node_modules/jmespath/test/compliance/current.json +0 -25
- package/node_modules/jmespath/test/compliance/escape.json +0 -46
- package/node_modules/jmespath/test/compliance/filters.json +0 -468
- package/node_modules/jmespath/test/compliance/functions.json +0 -825
- package/node_modules/jmespath/test/compliance/identifiers.json +0 -1377
- package/node_modules/jmespath/test/compliance/indices.json +0 -346
- package/node_modules/jmespath/test/compliance/literal.json +0 -190
- package/node_modules/jmespath/test/compliance/multiselect.json +0 -393
- package/node_modules/jmespath/test/compliance/pipe.json +0 -131
- package/node_modules/jmespath/test/compliance/slice.json +0 -187
- package/node_modules/jmespath/test/compliance/syntax.json +0 -616
- package/node_modules/jmespath/test/compliance/unicode.json +0 -38
- package/node_modules/jmespath/test/compliance/wildcard.json +0 -460
- package/node_modules/jmespath/test/compliance.js +0 -56
- package/node_modules/jmespath/test/jmespath.js +0 -217
|
@@ -28,67 +28,67 @@ declare class GameLift extends Service {
|
|
|
28
28
|
*/
|
|
29
29
|
claimGameServer(callback?: (err: AWSError, data: GameLift.Types.ClaimGameServerOutput) => void): Request<GameLift.Types.ClaimGameServerOutput, AWSError>;
|
|
30
30
|
/**
|
|
31
|
-
* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon
|
|
31
|
+
* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon Web Services supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
|
|
32
32
|
*/
|
|
33
33
|
createAlias(params: GameLift.Types.CreateAliasInput, callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
|
|
34
34
|
/**
|
|
35
|
-
* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon
|
|
35
|
+
* Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon Web Services supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
|
|
36
36
|
*/
|
|
37
37
|
createAlias(callback?: (err: AWSError, data: GameLift.Types.CreateAliasOutput) => void): Request<GameLift.Types.CreateAliasOutput, AWSError>;
|
|
38
38
|
/**
|
|
39
|
-
* Creates a new Amazon
|
|
39
|
+
* Creates a new Amazon Web Services build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon Web Services. When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you must first give Amazon Web Services access to the Amazon S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
|
|
40
40
|
*/
|
|
41
41
|
createBuild(params: GameLift.Types.CreateBuildInput, callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
|
|
42
42
|
/**
|
|
43
|
-
* Creates a new Amazon
|
|
43
|
+
* Creates a new Amazon Web Services build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon Web Services. When setting up a new game build for GameLift, we recommend using the Amazon Web Services CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios: To create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you must first give Amazon Web Services access to the Amazon S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the Amazon S3 storage location of your game build. To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated. If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game Create a Build with Files in Amazon S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
|
|
44
44
|
*/
|
|
45
45
|
createBuild(callback?: (err: AWSError, data: GameLift.Types.CreateBuildOutput) => void): Request<GameLift.Types.CreateBuildOutput, AWSError>;
|
|
46
46
|
/**
|
|
47
|
-
* Creates a fleet of Amazon Elastic Compute Cloud (Amazon
|
|
47
|
+
* Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance. Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location. To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations. If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity. Learn more Setting up fleets Debug fleet creation issues Multi-location fleets Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
|
|
48
48
|
*/
|
|
49
49
|
createFleet(params: GameLift.Types.CreateFleetInput, callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
|
|
50
50
|
/**
|
|
51
|
-
* Creates a fleet of Amazon Elastic Compute Cloud (Amazon
|
|
51
|
+
* Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance. Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location. To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations. If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity. Learn more Setting up fleets Debug fleet creation issues Multi-location fleets Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
|
|
52
52
|
*/
|
|
53
53
|
createFleet(callback?: (err: AWSError, data: GameLift.Types.CreateFleetOutput) => void): Request<GameLift.Types.CreateFleetOutput, AWSError>;
|
|
54
54
|
/**
|
|
55
|
-
* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in
|
|
55
|
+
* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity. Learn more Setting up fleets Multi-location fleets Related actions CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task
|
|
56
56
|
*/
|
|
57
57
|
createFleetLocations(params: GameLift.Types.CreateFleetLocationsInput, callback?: (err: AWSError, data: GameLift.Types.CreateFleetLocationsOutput) => void): Request<GameLift.Types.CreateFleetLocationsOutput, AWSError>;
|
|
58
58
|
/**
|
|
59
|
-
* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in
|
|
59
|
+
* Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings. This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in Amazon Web Services Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021. To add fleet locations, specify the fleet to be updated and provide a list of one or more locations. If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity. Learn more Setting up fleets Multi-location fleets Related actions CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task
|
|
60
60
|
*/
|
|
61
61
|
createFleetLocations(callback?: (err: AWSError, data: GameLift.Types.CreateFleetLocationsOutput) => void): Request<GameLift.Types.CreateFleetLocationsOutput, AWSError>;
|
|
62
62
|
/**
|
|
63
|
-
* This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon
|
|
63
|
+
* This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following: An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more GameLift FleetIQ Guide Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
|
|
64
64
|
*/
|
|
65
65
|
createGameServerGroup(params: GameLift.Types.CreateGameServerGroupInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
|
|
66
66
|
/**
|
|
67
|
-
* This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon
|
|
67
|
+
* This operation is used with the GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following: An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide. An IAM role that extends limited access to your Amazon Web Services account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide. To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more GameLift FleetIQ Guide Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
|
|
68
68
|
*/
|
|
69
69
|
createGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.CreateGameServerGroupOutput) => void): Request<GameLift.Types.CreateGameServerGroupOutput, AWSError>;
|
|
70
70
|
/**
|
|
71
|
-
* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in
|
|
71
|
+
* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon Web Services Local. Learn more Start a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
72
72
|
*/
|
|
73
73
|
createGameSession(params: GameLift.Types.CreateGameSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
|
|
74
74
|
/**
|
|
75
|
-
* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in
|
|
75
|
+
* Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it. This operation can be used in the following ways: To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files. Available in Amazon Web Services Local. Learn more Start a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
76
76
|
*/
|
|
77
77
|
createGameSession(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionOutput) => void): Request<GameLift.Types.CreateGameSessionOutput, AWSError>;
|
|
78
78
|
/**
|
|
79
|
-
* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and
|
|
79
|
+
* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
|
|
80
80
|
*/
|
|
81
81
|
createGameSessionQueue(params: GameLift.Types.CreateGameSessionQueueInput, callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
|
|
82
82
|
/**
|
|
83
|
-
* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and
|
|
83
|
+
* Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session. A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN. Learn more Design a game session queue Create a game session queue Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
|
|
84
84
|
*/
|
|
85
85
|
createGameSessionQueue(callback?: (err: AWSError, data: GameLift.Types.CreateGameSessionQueueOutput) => void): Request<GameLift.Types.CreateGameSessionQueueOutput, AWSError>;
|
|
86
86
|
/**
|
|
87
|
-
* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service
|
|
87
|
+
* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
|
|
88
88
|
*/
|
|
89
89
|
createMatchmakingConfiguration(params: GameLift.Types.CreateMatchmakingConfigurationInput, callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
|
|
90
90
|
/**
|
|
91
|
-
* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service
|
|
91
|
+
* Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage. Learn more Design a FlexMatch matchmaker Set up FlexMatch event notification Related actions CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
|
|
92
92
|
*/
|
|
93
93
|
createMatchmakingConfiguration(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingConfigurationOutput) => void): Request<GameLift.Types.CreateMatchmakingConfigurationOutput, AWSError>;
|
|
94
94
|
/**
|
|
@@ -100,43 +100,43 @@ declare class GameLift extends Service {
|
|
|
100
100
|
*/
|
|
101
101
|
createMatchmakingRuleSet(callback?: (err: AWSError, data: GameLift.Types.CreateMatchmakingRuleSetOutput) => void): Request<GameLift.Types.CreateMatchmakingRuleSetOutput, AWSError>;
|
|
102
102
|
/**
|
|
103
|
-
* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions. To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. Available in Amazon
|
|
103
|
+
* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions. To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
|
|
104
104
|
*/
|
|
105
105
|
createPlayerSession(params: GameLift.Types.CreatePlayerSessionInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
|
|
106
106
|
/**
|
|
107
|
-
* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions. To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. Available in Amazon
|
|
107
|
+
* Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions. To create a player session, specify a game session ID, player ID, and optionally a set of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
|
|
108
108
|
*/
|
|
109
109
|
createPlayerSession(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionOutput) => void): Request<GameLift.Types.CreatePlayerSessionOutput, AWSError>;
|
|
110
110
|
/**
|
|
111
|
-
* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession. To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
|
|
111
|
+
* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession. To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
|
|
112
112
|
*/
|
|
113
113
|
createPlayerSessions(params: GameLift.Types.CreatePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
|
|
114
114
|
/**
|
|
115
|
-
* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession. To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.
|
|
115
|
+
* Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession. To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
|
|
116
116
|
*/
|
|
117
117
|
createPlayerSessions(callback?: (err: AWSError, data: GameLift.Types.CreatePlayerSessionsOutput) => void): Request<GameLift.Types.CreatePlayerSessionsOutput, AWSError>;
|
|
118
118
|
/**
|
|
119
|
-
* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your
|
|
119
|
+
* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon Web Services service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon Web Services-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment. Learn more Amazon Web Services Realtime Servers Set Up a Role for Amazon Web Services Access Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
120
120
|
*/
|
|
121
121
|
createScript(params: GameLift.Types.CreateScriptInput, callback?: (err: AWSError, data: GameLift.Types.CreateScriptOutput) => void): Request<GameLift.Types.CreateScriptOutput, AWSError>;
|
|
122
122
|
/**
|
|
123
|
-
* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your
|
|
123
|
+
* Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session. To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations: A locally available directory. Use the ZipFile parameter for this option. An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon Web Services service to access your S3 bucket. If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon Web Services-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon Web Services accesses the file at this storage location as needed for deployment. Learn more Amazon Web Services Realtime Servers Set Up a Role for Amazon Web Services Access Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
124
124
|
*/
|
|
125
125
|
createScript(callback?: (err: AWSError, data: GameLift.Types.CreateScriptOutput) => void): Request<GameLift.Types.CreateScriptOutput, AWSError>;
|
|
126
126
|
/**
|
|
127
|
-
* Requests authorization to create or delete a peer connection between the VPC for your Amazon
|
|
127
|
+
* Requests authorization to create or delete a peer connection between the VPC for your Amazon Web Services fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon Web Services Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon Web Services fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon Web Services fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon Web Services. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon Web Services fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon Web Services. The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
128
128
|
*/
|
|
129
129
|
createVpcPeeringAuthorization(params: GameLift.Types.CreateVpcPeeringAuthorizationInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
|
|
130
130
|
/**
|
|
131
|
-
* Requests authorization to create or delete a peer connection between the VPC for your Amazon
|
|
131
|
+
* Requests authorization to create or delete a peer connection between the VPC for your Amazon Web Services fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon Web Services Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon Web Services fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon Web Services fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon Web Services. If successful, VPC peering is authorized for the specified VPC. To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon Web Services fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon Web Services. The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
132
132
|
*/
|
|
133
133
|
createVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.CreateVpcPeeringAuthorizationOutput, AWSError>;
|
|
134
134
|
/**
|
|
135
|
-
* Establishes a VPC peering connection between a virtual private cloud (VPC) in an
|
|
135
|
+
* Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon Web Services fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon Web Services fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon Web Services Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
136
136
|
*/
|
|
137
137
|
createVpcPeeringConnection(params: GameLift.Types.CreateVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
|
|
138
138
|
/**
|
|
139
|
-
* Establishes a VPC peering connection between a virtual private cloud (VPC) in an
|
|
139
|
+
* Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon Web Services fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon Web Services fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon Web Services Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc. To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
140
140
|
*/
|
|
141
141
|
createVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.CreateVpcPeeringConnectionOutput) => void): Request<GameLift.Types.CreateVpcPeeringConnectionOutput, AWSError>;
|
|
142
142
|
/**
|
|
@@ -212,11 +212,11 @@ declare class GameLift extends Service {
|
|
|
212
212
|
*/
|
|
213
213
|
deleteScalingPolicy(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
|
|
214
214
|
/**
|
|
215
|
-
* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon
|
|
215
|
+
* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
216
216
|
*/
|
|
217
217
|
deleteScript(params: GameLift.Types.DeleteScriptInput, callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
|
|
218
218
|
/**
|
|
219
|
-
* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon
|
|
219
|
+
* Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
220
220
|
*/
|
|
221
221
|
deleteScript(callback?: (err: AWSError, data: {}) => void): Request<{}, AWSError>;
|
|
222
222
|
/**
|
|
@@ -228,11 +228,11 @@ declare class GameLift extends Service {
|
|
|
228
228
|
*/
|
|
229
229
|
deleteVpcPeeringAuthorization(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringAuthorizationOutput) => void): Request<GameLift.Types.DeleteVpcPeeringAuthorizationOutput, AWSError>;
|
|
230
230
|
/**
|
|
231
|
-
* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the
|
|
231
|
+
* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
232
232
|
*/
|
|
233
233
|
deleteVpcPeeringConnection(params: GameLift.Types.DeleteVpcPeeringConnectionInput, callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
|
|
234
234
|
/**
|
|
235
|
-
* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the
|
|
235
|
+
* Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization. Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
236
236
|
*/
|
|
237
237
|
deleteVpcPeeringConnection(callback?: (err: AWSError, data: GameLift.Types.DeleteVpcPeeringConnectionOutput) => void): Request<GameLift.Types.DeleteVpcPeeringConnectionOutput, AWSError>;
|
|
238
238
|
/**
|
|
@@ -260,11 +260,11 @@ declare class GameLift extends Service {
|
|
|
260
260
|
*/
|
|
261
261
|
describeBuild(callback?: (err: AWSError, data: GameLift.Types.DescribeBuildOutput) => void): Request<GameLift.Types.DescribeBuildOutput, AWSError>;
|
|
262
262
|
/**
|
|
263
|
-
*
|
|
263
|
+
* Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1. Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1. Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up GameLift fleets Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
|
|
264
264
|
*/
|
|
265
265
|
describeEC2InstanceLimits(params: GameLift.Types.DescribeEC2InstanceLimitsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
|
|
266
266
|
/**
|
|
267
|
-
*
|
|
267
|
+
* Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results: Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1. Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1. Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1. This operation can be used in the following ways: To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for. To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for. If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type. Learn more Setting up GameLift fleets Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
|
|
268
268
|
*/
|
|
269
269
|
describeEC2InstanceLimits(callback?: (err: AWSError, data: GameLift.Types.DescribeEC2InstanceLimitsOutput) => void): Request<GameLift.Types.DescribeEC2InstanceLimitsOutput, AWSError>;
|
|
270
270
|
/**
|
|
@@ -356,19 +356,19 @@ declare class GameLift extends Service {
|
|
|
356
356
|
*/
|
|
357
357
|
describeGameServerInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeGameServerInstancesOutput) => void): Request<GameLift.Types.DescribeGameServerInstancesOutput, AWSError>;
|
|
358
358
|
/**
|
|
359
|
-
* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the
|
|
359
|
+
* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each game session that matches the request. Learn more Find a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
360
360
|
*/
|
|
361
361
|
describeGameSessionDetails(params: GameLift.Types.DescribeGameSessionDetailsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
|
|
362
362
|
/**
|
|
363
|
-
* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the
|
|
363
|
+
* Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions. This operation can be used in the following ways: To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations. To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each game session that matches the request. Learn more Find a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
364
364
|
*/
|
|
365
365
|
describeGameSessionDetails(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionDetailsOutput) => void): Request<GameLift.Types.DescribeGameSessionDetailsOutput, AWSError>;
|
|
366
366
|
/**
|
|
367
|
-
* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
367
|
+
* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage. If successful, a GameSessionPlacement object is returned. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
368
368
|
*/
|
|
369
369
|
describeGameSessionPlacement(params: GameLift.Types.DescribeGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionPlacementOutput) => void): Request<GameLift.Types.DescribeGameSessionPlacementOutput, AWSError>;
|
|
370
370
|
/**
|
|
371
|
-
* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
371
|
+
* Retrieves information, including current status, about a game session placement request. To get game session placement details, specify the placement ID. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessionPlacement should only be used for games in development with low game session usage. If successful, a GameSessionPlacement object is returned. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
372
372
|
*/
|
|
373
373
|
describeGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionPlacementOutput) => void): Request<GameLift.Types.DescribeGameSessionPlacementOutput, AWSError>;
|
|
374
374
|
/**
|
|
@@ -380,11 +380,11 @@ declare class GameLift extends Service {
|
|
|
380
380
|
*/
|
|
381
381
|
describeGameSessionQueues(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionQueuesOutput) => void): Request<GameLift.Types.DescribeGameSessionQueuesOutput, AWSError>;
|
|
382
382
|
/**
|
|
383
|
-
* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the
|
|
383
|
+
* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeGameSessions should only be used for games in development with low matchmaking usage. Available in Amazon Web Services Local. Learn more Find a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
384
384
|
*/
|
|
385
385
|
describeGameSessions(params: GameLift.Types.DescribeGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
|
|
386
386
|
/**
|
|
387
|
-
* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the
|
|
387
|
+
* Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with DescribeGameSessions should only be used for games in development with low game session usage. This operation can be used in the following ways: To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations. To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location. To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeGameSessions should only be used for games in development with low matchmaking usage. Available in Amazon Web Services Local. Learn more Find a game session Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
388
388
|
*/
|
|
389
389
|
describeGameSessions(callback?: (err: AWSError, data: GameLift.Types.DescribeGameSessionsOutput) => void): Request<GameLift.Types.DescribeGameSessionsOutput, AWSError>;
|
|
390
390
|
/**
|
|
@@ -396,11 +396,11 @@ declare class GameLift extends Service {
|
|
|
396
396
|
*/
|
|
397
397
|
describeInstances(callback?: (err: AWSError, data: GameLift.Types.DescribeInstancesOutput) => void): Request<GameLift.Types.DescribeInstancesOutput, AWSError>;
|
|
398
398
|
/**
|
|
399
|
-
* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service
|
|
399
|
+
* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously polling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
400
400
|
*/
|
|
401
401
|
describeMatchmaking(params: GameLift.Types.DescribeMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
|
|
402
402
|
/**
|
|
403
|
-
* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service
|
|
403
|
+
* Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously polling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
404
404
|
*/
|
|
405
405
|
describeMatchmaking(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingOutput) => void): Request<GameLift.Types.DescribeMatchmakingOutput, AWSError>;
|
|
406
406
|
/**
|
|
@@ -420,11 +420,11 @@ declare class GameLift extends Service {
|
|
|
420
420
|
*/
|
|
421
421
|
describeMatchmakingRuleSets(callback?: (err: AWSError, data: GameLift.Types.DescribeMatchmakingRuleSetsOutput) => void): Request<GameLift.Types.DescribeMatchmakingRuleSetsOutput, AWSError>;
|
|
422
422
|
/**
|
|
423
|
-
* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Available in Amazon
|
|
423
|
+
* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
|
|
424
424
|
*/
|
|
425
425
|
describePlayerSessions(params: GameLift.Types.DescribePlayerSessionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
|
|
426
426
|
/**
|
|
427
|
-
* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Available in Amazon
|
|
427
|
+
* Retrieves properties for one or more player sessions. This action can be used in the following ways: To retrieve a specific player session, provide the player session ID only. To retrieve all player sessions in a game session, provide the game session ID only. To retrieve all player sessions for a specific player, provide a player ID only. To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session that matches the request. Available in Amazon Web Services Local. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task
|
|
428
428
|
*/
|
|
429
429
|
describePlayerSessions(callback?: (err: AWSError, data: GameLift.Types.DescribePlayerSessionsOutput) => void): Request<GameLift.Types.DescribePlayerSessionsOutput, AWSError>;
|
|
430
430
|
/**
|
|
@@ -444,75 +444,75 @@ declare class GameLift extends Service {
|
|
|
444
444
|
*/
|
|
445
445
|
describeScalingPolicies(callback?: (err: AWSError, data: GameLift.Types.DescribeScalingPoliciesOutput) => void): Request<GameLift.Types.DescribeScalingPoliciesOutput, AWSError>;
|
|
446
446
|
/**
|
|
447
|
-
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon
|
|
447
|
+
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
448
448
|
*/
|
|
449
449
|
describeScript(params: GameLift.Types.DescribeScriptInput, callback?: (err: AWSError, data: GameLift.Types.DescribeScriptOutput) => void): Request<GameLift.Types.DescribeScriptOutput, AWSError>;
|
|
450
450
|
/**
|
|
451
|
-
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon
|
|
451
|
+
* Retrieves properties for a Realtime script. To request a script record, specify the script ID. If successful, an object containing the script properties is returned. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
452
452
|
*/
|
|
453
453
|
describeScript(callback?: (err: AWSError, data: GameLift.Types.DescribeScriptOutput) => void): Request<GameLift.Types.DescribeScriptOutput, AWSError>;
|
|
454
454
|
/**
|
|
455
|
-
* Retrieves valid VPC peering authorizations that are pending for the
|
|
455
|
+
* Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
456
456
|
*/
|
|
457
457
|
describeVpcPeeringAuthorizations(params: GameLift.Types.DescribeVpcPeeringAuthorizationsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
|
|
458
458
|
/**
|
|
459
|
-
* Retrieves valid VPC peering authorizations that are pending for the
|
|
459
|
+
* Retrieves valid VPC peering authorizations that are pending for the Amazon Web Services account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
460
460
|
*/
|
|
461
461
|
describeVpcPeeringAuthorizations(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringAuthorizationsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringAuthorizationsOutput, AWSError>;
|
|
462
462
|
/**
|
|
463
|
-
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the
|
|
463
|
+
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
464
464
|
*/
|
|
465
465
|
describeVpcPeeringConnections(params: GameLift.Types.DescribeVpcPeeringConnectionsInput, callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
|
|
466
466
|
/**
|
|
467
|
-
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the
|
|
467
|
+
* Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID. To retrieve connection information, call this operation from the Amazon Web Services account that is used to manage the Amazon Web Services fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task
|
|
468
468
|
*/
|
|
469
469
|
describeVpcPeeringConnections(callback?: (err: AWSError, data: GameLift.Types.DescribeVpcPeeringConnectionsOutput) => void): Request<GameLift.Types.DescribeVpcPeeringConnectionsOutput, AWSError>;
|
|
470
470
|
/**
|
|
471
|
-
* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the
|
|
471
|
+
* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
472
472
|
*/
|
|
473
473
|
getGameSessionLogUrl(params: GameLift.Types.GetGameSessionLogUrlInput, callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
|
|
474
474
|
/**
|
|
475
|
-
* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the
|
|
475
|
+
* Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs. See the Amazon Web Services Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
476
476
|
*/
|
|
477
477
|
getGameSessionLogUrl(callback?: (err: AWSError, data: GameLift.Types.GetGameSessionLogUrlOutput) => void): Request<GameLift.Types.GetGameSessionLogUrlOutput, AWSError>;
|
|
478
478
|
/**
|
|
479
|
-
* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the
|
|
479
|
+
* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task
|
|
480
480
|
*/
|
|
481
481
|
getInstanceAccess(params: GameLift.Types.GetInstanceAccessInput, callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
|
|
482
482
|
/**
|
|
483
|
-
* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the
|
|
483
|
+
* Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances Debug Fleet Issues Related actions DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task
|
|
484
484
|
*/
|
|
485
485
|
getInstanceAccess(callback?: (err: AWSError, data: GameLift.Types.GetInstanceAccessOutput) => void): Request<GameLift.Types.GetInstanceAccessOutput, AWSError>;
|
|
486
486
|
/**
|
|
487
|
-
* Retrieves all aliases for this
|
|
487
|
+
* Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
|
|
488
488
|
*/
|
|
489
489
|
listAliases(params: GameLift.Types.ListAliasesInput, callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
|
|
490
490
|
/**
|
|
491
|
-
* Retrieves all aliases for this
|
|
491
|
+
* Retrieves all aliases for this Amazon Web Services account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. Returned aliases are not listed in any particular order. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task
|
|
492
492
|
*/
|
|
493
493
|
listAliases(callback?: (err: AWSError, data: GameLift.Types.ListAliasesOutput) => void): Request<GameLift.Types.ListAliasesOutput, AWSError>;
|
|
494
494
|
/**
|
|
495
|
-
* Retrieves build resources for all builds associated with the
|
|
495
|
+
* Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
|
|
496
496
|
*/
|
|
497
497
|
listBuilds(params: GameLift.Types.ListBuildsInput, callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
|
|
498
498
|
/**
|
|
499
|
-
* Retrieves build resources for all builds associated with the
|
|
499
|
+
* Retrieves build resources for all builds associated with the Amazon Web Services account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
|
|
500
500
|
*/
|
|
501
501
|
listBuilds(callback?: (err: AWSError, data: GameLift.Types.ListBuildsOutput) => void): Request<GameLift.Types.ListBuildsOutput, AWSError>;
|
|
502
502
|
/**
|
|
503
|
-
* Retrieves a collection of fleet resources in an
|
|
503
|
+
* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. This operation can be used in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Setting up GameLift fleets Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
|
|
504
504
|
*/
|
|
505
505
|
listFleets(params: GameLift.Types.ListFleetsInput, callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
|
|
506
506
|
/**
|
|
507
|
-
* Retrieves a collection of fleet resources in an
|
|
507
|
+
* Retrieves a collection of fleet resources in an Amazon Web Services Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only. This operation can be used in the following ways: To get a list of all fleets in a Region, don't provide a build or script identifier. To get a list of all fleets where a specific custom game build is deployed, provide the build ID. To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve. Fleet resources are not listed in a particular order. Learn more Setting up GameLift fleets Related actions CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task
|
|
508
508
|
*/
|
|
509
509
|
listFleets(callback?: (err: AWSError, data: GameLift.Types.ListFleetsOutput) => void): Request<GameLift.Types.ListFleetsOutput, AWSError>;
|
|
510
510
|
/**
|
|
511
|
-
* This operation is used with the GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current
|
|
511
|
+
* This operation is used with the GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current Amazon Web Services account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
|
|
512
512
|
*/
|
|
513
513
|
listGameServerGroups(params: GameLift.Types.ListGameServerGroupsInput, callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
|
|
514
514
|
/**
|
|
515
|
-
* This operation is used with the GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current
|
|
515
|
+
* This operation is used with the GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current Amazon Web Services account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task
|
|
516
516
|
*/
|
|
517
517
|
listGameServerGroups(callback?: (err: AWSError, data: GameLift.Types.ListGameServerGroupsOutput) => void): Request<GameLift.Types.ListGameServerGroupsOutput, AWSError>;
|
|
518
518
|
/**
|
|
@@ -524,27 +524,27 @@ declare class GameLift extends Service {
|
|
|
524
524
|
*/
|
|
525
525
|
listGameServers(callback?: (err: AWSError, data: GameLift.Types.ListGameServersOutput) => void): Request<GameLift.Types.ListGameServersOutput, AWSError>;
|
|
526
526
|
/**
|
|
527
|
-
* Retrieves script records for all Realtime scripts that are associated with the
|
|
527
|
+
* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
528
528
|
*/
|
|
529
529
|
listScripts(params: GameLift.Types.ListScriptsInput, callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
|
|
530
530
|
/**
|
|
531
|
-
* Retrieves script records for all Realtime scripts that are associated with the
|
|
531
|
+
* Retrieves script records for all Realtime scripts that are associated with the Amazon Web Services account in use. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
532
532
|
*/
|
|
533
533
|
listScripts(callback?: (err: AWSError, data: GameLift.Types.ListScriptsOutput) => void): Request<GameLift.Types.ListScriptsOutput, AWSError>;
|
|
534
534
|
/**
|
|
535
|
-
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize
|
|
535
|
+
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task
|
|
536
536
|
*/
|
|
537
537
|
listTagsForResource(params: GameLift.Types.ListTagsForResourceRequest, callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
|
|
538
538
|
/**
|
|
539
|
-
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize
|
|
539
|
+
* Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task
|
|
540
540
|
*/
|
|
541
541
|
listTagsForResource(callback?: (err: AWSError, data: GameLift.Types.ListTagsForResourceResponse) => void): Request<GameLift.Types.ListTagsForResourceResponse, AWSError>;
|
|
542
542
|
/**
|
|
543
|
-
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon
|
|
543
|
+
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon Web Services to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon Web Services to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon Web Services to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon Web Services will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
|
|
544
544
|
*/
|
|
545
545
|
putScalingPolicy(params: GameLift.Types.PutScalingPolicyInput, callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
|
|
546
546
|
/**
|
|
547
|
-
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon
|
|
547
|
+
* Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon Web Services to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling. Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling. Target-based policy A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon Web Services to take whatever action is needed to maintain that target. For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon Web Services to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon Web Services will start new instances or stop unused instances in order to return to the 10% buffer. To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Rule-based policy A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action. For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task
|
|
548
548
|
*/
|
|
549
549
|
putScalingPolicy(callback?: (err: AWSError, data: GameLift.Types.PutScalingPolicyOutput) => void): Request<GameLift.Types.PutScalingPolicyOutput, AWSError>;
|
|
550
550
|
/**
|
|
@@ -556,11 +556,11 @@ declare class GameLift extends Service {
|
|
|
556
556
|
*/
|
|
557
557
|
registerGameServer(callback?: (err: AWSError, data: GameLift.Types.RegisterGameServerOutput) => void): Request<GameLift.Types.RegisterGameServerOutput, AWSError>;
|
|
558
558
|
/**
|
|
559
|
-
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon
|
|
559
|
+
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
|
|
560
560
|
*/
|
|
561
561
|
requestUploadCredentials(params: GameLift.Types.RequestUploadCredentialsInput, callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
|
|
562
562
|
/**
|
|
563
|
-
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon
|
|
563
|
+
* Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon Web Services's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task
|
|
564
564
|
*/
|
|
565
565
|
requestUploadCredentials(callback?: (err: AWSError, data: GameLift.Types.RequestUploadCredentialsOutput) => void): Request<GameLift.Types.RequestUploadCredentialsOutput, AWSError>;
|
|
566
566
|
/**
|
|
@@ -580,11 +580,11 @@ declare class GameLift extends Service {
|
|
|
580
580
|
*/
|
|
581
581
|
resumeGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.ResumeGameServerGroupOutput) => void): Request<GameLift.Types.ResumeGameServerGroupOutput, AWSError>;
|
|
582
582
|
/**
|
|
583
|
-
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
583
|
+
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions should only be used for games in development with low game session usage. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
584
584
|
*/
|
|
585
585
|
searchGameSessions(params: GameLift.Types.SearchGameSessionsInput, callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
|
|
586
586
|
/**
|
|
587
|
-
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
587
|
+
* Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order. This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling game session status with DescribeGameSessions should only be used for games in development with low game session usage. When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations. This operation can be used in the following ways: To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria. To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. You can search or sort by the following game session attributes: gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value. gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
588
588
|
*/
|
|
589
589
|
searchGameSessions(callback?: (err: AWSError, data: GameLift.Types.SearchGameSessionsOutput) => void): Request<GameLift.Types.SearchGameSessionsOutput, AWSError>;
|
|
590
590
|
/**
|
|
@@ -596,27 +596,27 @@ declare class GameLift extends Service {
|
|
|
596
596
|
*/
|
|
597
597
|
startFleetActions(callback?: (err: AWSError, data: GameLift.Types.StartFleetActionsOutput) => void): Request<GameLift.Types.StartFleetActionsOutput, AWSError>;
|
|
598
598
|
/**
|
|
599
|
-
* Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon
|
|
599
|
+
* Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon Web Services searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon Web Services creates a player session for each player included in the request. When placing a game session, by default Amazon Web Services tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon Web Services calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
600
600
|
*/
|
|
601
601
|
startGameSessionPlacement(params: GameLift.Types.StartGameSessionPlacementInput, callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
|
|
602
602
|
/**
|
|
603
|
-
* Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon
|
|
603
|
+
* Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon Web Services searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon Web Services creates a player session for each player included in the request. When placing a game session, by default Amazon Web Services tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon Web Services uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon Web Services calculates each Region's average lag for all players and reorders to get the best game play across all players. To place a new game session request, specify the following: The queue name and a set of game session properties and settings A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player) Latency data for all players (if you want to optimize game play for the players) If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
|
|
604
604
|
*/
|
|
605
605
|
startGameSessionPlacement(callback?: (err: AWSError, data: GameLift.Types.StartGameSessionPlacementOutput) => void): Request<GameLift.Types.StartGameSessionPlacementOutput, AWSError>;
|
|
606
606
|
/**
|
|
607
|
-
* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How GameLift FlexMatch works Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
607
|
+
* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How GameLift FlexMatch works Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
608
608
|
*/
|
|
609
609
|
startMatchBackfill(params: GameLift.Types.StartMatchBackfillInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
|
|
610
610
|
/**
|
|
611
|
-
* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How GameLift FlexMatch works Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
611
|
+
* Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements. When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request. When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled. To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches. Only game sessions created by FlexMatch are supported for match backfill. Learn more Backfill existing games with FlexMatch Matchmaking events (reference) How GameLift FlexMatch works Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
612
612
|
*/
|
|
613
613
|
startMatchBackfill(callback?: (err: AWSError, data: GameLift.Types.StartMatchBackfillOutput) => void): Request<GameLift.Types.StartMatchBackfillOutput, AWSError>;
|
|
614
614
|
/**
|
|
615
|
-
* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service
|
|
615
|
+
* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How GameLift FlexMatch works Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
616
616
|
*/
|
|
617
617
|
startMatchmaking(params: GameLift.Types.StartMatchmakingInput, callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
|
|
618
618
|
/**
|
|
619
|
-
* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service
|
|
619
|
+
* Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How GameLift FlexMatch works Related actions StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
|
|
620
620
|
*/
|
|
621
621
|
startMatchmaking(callback?: (err: AWSError, data: GameLift.Types.StartMatchmakingOutput) => void): Request<GameLift.Types.StartMatchmakingOutput, AWSError>;
|
|
622
622
|
/**
|
|
@@ -652,19 +652,19 @@ declare class GameLift extends Service {
|
|
|
652
652
|
*/
|
|
653
653
|
suspendGameServerGroup(callback?: (err: AWSError, data: GameLift.Types.SuspendGameServerGroupOutput) => void): Request<GameLift.Types.SuspendGameServerGroupOutput, AWSError>;
|
|
654
654
|
/**
|
|
655
|
-
* Assigns a tag to a GameLift resource.
|
|
655
|
+
* Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task
|
|
656
656
|
*/
|
|
657
657
|
tagResource(params: GameLift.Types.TagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
|
|
658
658
|
/**
|
|
659
|
-
* Assigns a tag to a GameLift resource.
|
|
659
|
+
* Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize Amazon Web Services cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task
|
|
660
660
|
*/
|
|
661
661
|
tagResource(callback?: (err: AWSError, data: GameLift.Types.TagResourceResponse) => void): Request<GameLift.Types.TagResourceResponse, AWSError>;
|
|
662
662
|
/**
|
|
663
|
-
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize
|
|
663
|
+
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task
|
|
664
664
|
*/
|
|
665
665
|
untagResource(params: GameLift.Types.UntagResourceRequest, callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
|
|
666
666
|
/**
|
|
667
|
-
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize
|
|
667
|
+
* Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize Amazon Web Services resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types: Build Script Fleet Alias GameSessionQueue MatchmakingConfiguration MatchmakingRuleSet To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging Amazon Web Services Resources in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies Related actions TagResource | UntagResource | ListTagsForResource | All APIs by task
|
|
668
668
|
*/
|
|
669
669
|
untagResource(callback?: (err: AWSError, data: GameLift.Types.UntagResourceResponse) => void): Request<GameLift.Types.UntagResourceResponse, AWSError>;
|
|
670
670
|
/**
|
|
@@ -692,11 +692,11 @@ declare class GameLift extends Service {
|
|
|
692
692
|
*/
|
|
693
693
|
updateFleetAttributes(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetAttributesOutput) => void): Request<GameLift.Types.UpdateFleetAttributesOutput, AWSError>;
|
|
694
694
|
/**
|
|
695
|
-
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity Related actions CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
|
|
695
|
+
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity Related actions CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
|
|
696
696
|
*/
|
|
697
697
|
updateFleetCapacity(params: GameLift.Types.UpdateFleetCapacityInput, callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
|
|
698
698
|
/**
|
|
699
|
-
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity Related actions CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
|
|
699
|
+
* Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties: Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling. Desired capacity: Manually set the number of Amazon EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's Amazon EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand. This operation can be used in the following ways: To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status. To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status. If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs. Learn more Scaling fleet capacity Related actions CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task
|
|
700
700
|
*/
|
|
701
701
|
updateFleetCapacity(callback?: (err: AWSError, data: GameLift.Types.UpdateFleetCapacityOutput) => void): Request<GameLift.Types.UpdateFleetCapacityOutput, AWSError>;
|
|
702
702
|
/**
|
|
@@ -756,11 +756,11 @@ declare class GameLift extends Service {
|
|
|
756
756
|
*/
|
|
757
757
|
updateRuntimeConfiguration(callback?: (err: AWSError, data: GameLift.Types.UpdateRuntimeConfigurationOutput) => void): Request<GameLift.Types.UpdateRuntimeConfigurationOutput, AWSError>;
|
|
758
758
|
/**
|
|
759
|
-
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon
|
|
759
|
+
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon Web Services service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
760
760
|
*/
|
|
761
761
|
updateScript(params: GameLift.Types.UpdateScriptInput, callback?: (err: AWSError, data: GameLift.Types.UpdateScriptOutput) => void): Request<GameLift.Types.UpdateScriptOutput, AWSError>;
|
|
762
762
|
/**
|
|
763
|
-
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon
|
|
763
|
+
* Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values. To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon Web Services service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions. Learn more Amazon Web Services Realtime Servers Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task
|
|
764
764
|
*/
|
|
765
765
|
updateScript(callback?: (err: AWSError, data: GameLift.Types.UpdateScriptOutput) => void): Request<GameLift.Types.UpdateScriptOutput, AWSError>;
|
|
766
766
|
/**
|
|
@@ -836,7 +836,7 @@ declare namespace GameLift {
|
|
|
836
836
|
*/
|
|
837
837
|
N?: DoubleObject;
|
|
838
838
|
/**
|
|
839
|
-
* For a list of up to
|
|
839
|
+
* For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
|
|
840
840
|
*/
|
|
841
841
|
SL?: StringList;
|
|
842
842
|
/**
|
|
@@ -847,11 +847,11 @@ declare namespace GameLift {
|
|
|
847
847
|
export type AutoScalingGroupArn = string;
|
|
848
848
|
export interface AwsCredentials {
|
|
849
849
|
/**
|
|
850
|
-
* Temporary key allowing access to the Amazon
|
|
850
|
+
* Temporary key allowing access to the Amazon Web Services S3 account.
|
|
851
851
|
*/
|
|
852
852
|
AccessKeyId?: NonEmptyString;
|
|
853
853
|
/**
|
|
854
|
-
* Temporary secret key allowing access to the Amazon
|
|
854
|
+
* Temporary secret key allowing access to the Amazon Web Services S3 account.
|
|
855
855
|
*/
|
|
856
856
|
SecretAccessKey?: NonEmptyString;
|
|
857
857
|
/**
|
|
@@ -884,7 +884,7 @@ declare namespace GameLift {
|
|
|
884
884
|
*/
|
|
885
885
|
Status?: BuildStatus;
|
|
886
886
|
/**
|
|
887
|
-
* File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED, this value is 0.
|
|
887
|
+
* File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.
|
|
888
888
|
*/
|
|
889
889
|
SizeOnDisk?: PositiveLong;
|
|
890
890
|
/**
|
|
@@ -943,7 +943,7 @@ declare namespace GameLift {
|
|
|
943
943
|
*/
|
|
944
944
|
RoutingStrategy: RoutingStrategy;
|
|
945
945
|
/**
|
|
946
|
-
* A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging
|
|
946
|
+
* A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
947
947
|
*/
|
|
948
948
|
Tags?: TagList;
|
|
949
949
|
}
|
|
@@ -963,7 +963,7 @@ declare namespace GameLift {
|
|
|
963
963
|
*/
|
|
964
964
|
Version?: NonZeroAndMaxString;
|
|
965
965
|
/**
|
|
966
|
-
* Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon
|
|
966
|
+
* Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon Web Services to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region. If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon Web Services will report a SizeOnDisk of 0.
|
|
967
967
|
*/
|
|
968
968
|
StorageLocation?: S3Location;
|
|
969
969
|
/**
|
|
@@ -971,7 +971,7 @@ declare namespace GameLift {
|
|
|
971
971
|
*/
|
|
972
972
|
OperatingSystem?: OperatingSystem;
|
|
973
973
|
/**
|
|
974
|
-
* A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging
|
|
974
|
+
* A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
975
975
|
*/
|
|
976
976
|
Tags?: TagList;
|
|
977
977
|
}
|
|
@@ -981,7 +981,7 @@ declare namespace GameLift {
|
|
|
981
981
|
*/
|
|
982
982
|
Build?: Build;
|
|
983
983
|
/**
|
|
984
|
-
* This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon
|
|
984
|
+
* This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon Web Services. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
|
|
985
985
|
*/
|
|
986
986
|
UploadCredentials?: AwsCredentials;
|
|
987
987
|
/**
|
|
@@ -1019,7 +1019,7 @@ declare namespace GameLift {
|
|
|
1019
1019
|
*/
|
|
1020
1020
|
LogPaths?: StringList;
|
|
1021
1021
|
/**
|
|
1022
|
-
* The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon
|
|
1022
|
+
* The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
|
|
1023
1023
|
*/
|
|
1024
1024
|
EC2InstanceType: EC2InstanceType;
|
|
1025
1025
|
/**
|
|
@@ -1039,15 +1039,15 @@ declare namespace GameLift {
|
|
|
1039
1039
|
*/
|
|
1040
1040
|
ResourceCreationLimitPolicy?: ResourceCreationLimitPolicy;
|
|
1041
1041
|
/**
|
|
1042
|
-
* The name of an
|
|
1042
|
+
* The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
|
|
1043
1043
|
*/
|
|
1044
1044
|
MetricGroups?: MetricGroupList;
|
|
1045
1045
|
/**
|
|
1046
|
-
* Used when peering your GameLift fleet with a VPC, the unique identifier for the
|
|
1046
|
+
* Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.
|
|
1047
1047
|
*/
|
|
1048
1048
|
PeerVpcAwsAccountId?: NonZeroAndMaxString;
|
|
1049
1049
|
/**
|
|
1050
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the
|
|
1050
|
+
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
|
1051
1051
|
*/
|
|
1052
1052
|
PeerVpcId?: NonZeroAndMaxString;
|
|
1053
1053
|
/**
|
|
@@ -1055,19 +1055,19 @@ declare namespace GameLift {
|
|
|
1055
1055
|
*/
|
|
1056
1056
|
FleetType?: FleetType;
|
|
1057
1057
|
/**
|
|
1058
|
-
* A unique identifier for an
|
|
1058
|
+
* A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.
|
|
1059
1059
|
*/
|
|
1060
1060
|
InstanceRoleArn?: NonEmptyString;
|
|
1061
1061
|
/**
|
|
1062
|
-
* Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED.
|
|
1062
|
+
* Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. This property cannot be changed after the fleet is created. Note: This feature requires the Amazon Web Services Certificate Manager (ACM) service, which is not available in all Amazon Web Services regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.
|
|
1063
1063
|
*/
|
|
1064
1064
|
CertificateConfiguration?: CertificateConfiguration;
|
|
1065
1065
|
/**
|
|
1066
|
-
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in
|
|
1066
|
+
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.
|
|
1067
1067
|
*/
|
|
1068
1068
|
Locations?: LocationConfigurationList;
|
|
1069
1069
|
/**
|
|
1070
|
-
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging
|
|
1070
|
+
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
1071
1071
|
*/
|
|
1072
1072
|
Tags?: TagList;
|
|
1073
1073
|
}
|
|
@@ -1077,7 +1077,7 @@ declare namespace GameLift {
|
|
|
1077
1077
|
*/
|
|
1078
1078
|
FleetId: FleetIdOrArn;
|
|
1079
1079
|
/**
|
|
1080
|
-
* A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported
|
|
1080
|
+
* A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.
|
|
1081
1081
|
*/
|
|
1082
1082
|
Locations: LocationConfigurationList;
|
|
1083
1083
|
}
|
|
@@ -1107,31 +1107,31 @@ declare namespace GameLift {
|
|
|
1107
1107
|
}
|
|
1108
1108
|
export interface CreateGameServerGroupInput {
|
|
1109
1109
|
/**
|
|
1110
|
-
* An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per
|
|
1110
|
+
* An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
|
|
1111
1111
|
*/
|
|
1112
1112
|
GameServerGroupName: GameServerGroupName;
|
|
1113
1113
|
/**
|
|
1114
|
-
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon
|
|
1114
|
+
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
|
|
1115
1115
|
*/
|
|
1116
1116
|
RoleArn: IamRoleArn;
|
|
1117
1117
|
/**
|
|
1118
|
-
* The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
|
|
1118
|
+
* The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
|
|
1119
1119
|
*/
|
|
1120
1120
|
MinSize: WholeNumber;
|
|
1121
1121
|
/**
|
|
1122
|
-
* The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
|
|
1122
|
+
* The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
|
|
1123
1123
|
*/
|
|
1124
1124
|
MaxSize: PositiveInteger;
|
|
1125
1125
|
/**
|
|
1126
|
-
* The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon
|
|
1126
|
+
* The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs. If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.
|
|
1127
1127
|
*/
|
|
1128
1128
|
LaunchTemplate: LaunchTemplateSpecification;
|
|
1129
1129
|
/**
|
|
1130
|
-
* The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon
|
|
1130
|
+
* The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
|
|
1131
1131
|
*/
|
|
1132
1132
|
InstanceDefinitions: InstanceDefinitions;
|
|
1133
1133
|
/**
|
|
1134
|
-
* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the
|
|
1134
|
+
* Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
|
|
1135
1135
|
*/
|
|
1136
1136
|
AutoScalingPolicy?: GameServerGroupAutoScalingPolicy;
|
|
1137
1137
|
/**
|
|
@@ -1139,7 +1139,7 @@ declare namespace GameLift {
|
|
|
1139
1139
|
*/
|
|
1140
1140
|
BalancingStrategy?: BalancingStrategy;
|
|
1141
1141
|
/**
|
|
1142
|
-
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by
|
|
1142
|
+
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.
|
|
1143
1143
|
*/
|
|
1144
1144
|
GameServerProtectionPolicy?: GameServerProtectionPolicy;
|
|
1145
1145
|
/**
|
|
@@ -1147,13 +1147,13 @@ declare namespace GameLift {
|
|
|
1147
1147
|
*/
|
|
1148
1148
|
VpcSubnets?: VpcSubnets;
|
|
1149
1149
|
/**
|
|
1150
|
-
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging
|
|
1150
|
+
* A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
1151
1151
|
*/
|
|
1152
1152
|
Tags?: TagList;
|
|
1153
1153
|
}
|
|
1154
1154
|
export interface CreateGameServerGroupOutput {
|
|
1155
1155
|
/**
|
|
1156
|
-
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.
|
|
1156
|
+
* The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.
|
|
1157
1157
|
*/
|
|
1158
1158
|
GameServerGroup?: GameServerGroup;
|
|
1159
1159
|
}
|
|
@@ -1175,7 +1175,7 @@ declare namespace GameLift {
|
|
|
1175
1175
|
*/
|
|
1176
1176
|
Name?: NonZeroAndMaxString;
|
|
1177
1177
|
/**
|
|
1178
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session.
|
|
1178
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
|
|
1179
1179
|
*/
|
|
1180
1180
|
GameProperties?: GamePropertyList;
|
|
1181
1181
|
/**
|
|
@@ -1191,11 +1191,11 @@ declare namespace GameLift {
|
|
|
1191
1191
|
*/
|
|
1192
1192
|
IdempotencyToken?: IdStringModel;
|
|
1193
1193
|
/**
|
|
1194
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
|
|
1194
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
|
|
1195
1195
|
*/
|
|
1196
1196
|
GameSessionData?: LargeGameSessionData;
|
|
1197
1197
|
/**
|
|
1198
|
-
* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an
|
|
1198
|
+
* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2.
|
|
1199
1199
|
*/
|
|
1200
1200
|
Location?: LocationStringModel;
|
|
1201
1201
|
}
|
|
@@ -1223,7 +1223,7 @@ declare namespace GameLift {
|
|
|
1223
1223
|
*/
|
|
1224
1224
|
Destinations?: GameSessionQueueDestinationList;
|
|
1225
1225
|
/**
|
|
1226
|
-
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
|
|
1226
|
+
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.
|
|
1227
1227
|
*/
|
|
1228
1228
|
FilterConfiguration?: FilterConfiguration;
|
|
1229
1229
|
/**
|
|
@@ -1239,7 +1239,7 @@ declare namespace GameLift {
|
|
|
1239
1239
|
*/
|
|
1240
1240
|
NotificationTarget?: QueueSnsArnStringModel;
|
|
1241
1241
|
/**
|
|
1242
|
-
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging
|
|
1242
|
+
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
1243
1243
|
*/
|
|
1244
1244
|
Tags?: TagList;
|
|
1245
1245
|
}
|
|
@@ -1307,7 +1307,7 @@ declare namespace GameLift {
|
|
|
1307
1307
|
*/
|
|
1308
1308
|
FlexMatchMode?: FlexMatchMode;
|
|
1309
1309
|
/**
|
|
1310
|
-
* A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging
|
|
1310
|
+
* A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
1311
1311
|
*/
|
|
1312
1312
|
Tags?: TagList;
|
|
1313
1313
|
}
|
|
@@ -1327,7 +1327,7 @@ declare namespace GameLift {
|
|
|
1327
1327
|
*/
|
|
1328
1328
|
RuleSetBody: RuleSetBody;
|
|
1329
1329
|
/**
|
|
1330
|
-
* A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging
|
|
1330
|
+
* A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
1331
1331
|
*/
|
|
1332
1332
|
Tags?: TagList;
|
|
1333
1333
|
}
|
|
@@ -1367,7 +1367,7 @@ declare namespace GameLift {
|
|
|
1367
1367
|
*/
|
|
1368
1368
|
PlayerIds: PlayerIdList;
|
|
1369
1369
|
/**
|
|
1370
|
-
* Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon
|
|
1370
|
+
* Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon Web Services does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.
|
|
1371
1371
|
*/
|
|
1372
1372
|
PlayerDataMap?: PlayerDataMap;
|
|
1373
1373
|
}
|
|
@@ -1387,31 +1387,31 @@ declare namespace GameLift {
|
|
|
1387
1387
|
*/
|
|
1388
1388
|
Version?: NonZeroAndMaxString;
|
|
1389
1389
|
/**
|
|
1390
|
-
* The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
|
|
1390
|
+
* The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
|
|
1391
1391
|
*/
|
|
1392
1392
|
StorageLocation?: S3Location;
|
|
1393
1393
|
/**
|
|
1394
|
-
* A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the
|
|
1394
|
+
* A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
|
|
1395
1395
|
*/
|
|
1396
1396
|
ZipFile?: ZipBlob;
|
|
1397
1397
|
/**
|
|
1398
|
-
* A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging
|
|
1398
|
+
* A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
|
|
1399
1399
|
*/
|
|
1400
1400
|
Tags?: TagList;
|
|
1401
1401
|
}
|
|
1402
1402
|
export interface CreateScriptOutput {
|
|
1403
1403
|
/**
|
|
1404
|
-
* The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon
|
|
1404
|
+
* The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services service.
|
|
1405
1405
|
*/
|
|
1406
1406
|
Script?: Script;
|
|
1407
1407
|
}
|
|
1408
1408
|
export interface CreateVpcPeeringAuthorizationInput {
|
|
1409
1409
|
/**
|
|
1410
|
-
* A unique identifier for the
|
|
1410
|
+
* A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
|
1411
1411
|
*/
|
|
1412
1412
|
GameLiftAwsAccountId: NonZeroAndMaxString;
|
|
1413
1413
|
/**
|
|
1414
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the
|
|
1414
|
+
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
|
1415
1415
|
*/
|
|
1416
1416
|
PeerVpcId: NonZeroAndMaxString;
|
|
1417
1417
|
}
|
|
@@ -1423,15 +1423,15 @@ declare namespace GameLift {
|
|
|
1423
1423
|
}
|
|
1424
1424
|
export interface CreateVpcPeeringConnectionInput {
|
|
1425
1425
|
/**
|
|
1426
|
-
* A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon
|
|
1426
|
+
* A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon Web Services which GameLift VPC to peer with.
|
|
1427
1427
|
*/
|
|
1428
1428
|
FleetId: FleetId;
|
|
1429
1429
|
/**
|
|
1430
|
-
* A unique identifier for the
|
|
1430
|
+
* A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon Web Services fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
|
1431
1431
|
*/
|
|
1432
1432
|
PeerVpcAwsAccountId: NonZeroAndMaxString;
|
|
1433
1433
|
/**
|
|
1434
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the
|
|
1434
|
+
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
|
1435
1435
|
*/
|
|
1436
1436
|
PeerVpcId: NonZeroAndMaxString;
|
|
1437
1437
|
}
|
|
@@ -1462,7 +1462,7 @@ declare namespace GameLift {
|
|
|
1462
1462
|
*/
|
|
1463
1463
|
FleetId: FleetIdOrArn;
|
|
1464
1464
|
/**
|
|
1465
|
-
* The list of fleet locations to delete. Specify locations in the form of an
|
|
1465
|
+
* The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.
|
|
1466
1466
|
*/
|
|
1467
1467
|
Locations: LocationList;
|
|
1468
1468
|
}
|
|
@@ -1486,7 +1486,7 @@ declare namespace GameLift {
|
|
|
1486
1486
|
*/
|
|
1487
1487
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1488
1488
|
/**
|
|
1489
|
-
* The type of delete to perform. Options include the following: SAFE_DELETE – (default) Terminates the game server group and EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status. FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the EC2 Auto Scaling group. RETAIN – Does a safe delete of the game server group but retains the EC2 Auto Scaling group as is.
|
|
1489
|
+
* The type of delete to perform. Options include the following: SAFE_DELETE – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status. FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group. RETAIN – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
|
|
1490
1490
|
*/
|
|
1491
1491
|
DeleteOption?: GameServerGroupDeleteOption;
|
|
1492
1492
|
}
|
|
@@ -1538,11 +1538,11 @@ declare namespace GameLift {
|
|
|
1538
1538
|
}
|
|
1539
1539
|
export interface DeleteVpcPeeringAuthorizationInput {
|
|
1540
1540
|
/**
|
|
1541
|
-
* A unique identifier for the
|
|
1541
|
+
* A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
|
1542
1542
|
*/
|
|
1543
1543
|
GameLiftAwsAccountId: NonZeroAndMaxString;
|
|
1544
1544
|
/**
|
|
1545
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the
|
|
1545
|
+
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
|
1546
1546
|
*/
|
|
1547
1547
|
PeerVpcId: NonZeroAndMaxString;
|
|
1548
1548
|
}
|
|
@@ -1596,11 +1596,11 @@ declare namespace GameLift {
|
|
|
1596
1596
|
}
|
|
1597
1597
|
export interface DescribeEC2InstanceLimitsInput {
|
|
1598
1598
|
/**
|
|
1599
|
-
* Name of an EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
|
|
1599
|
+
* Name of an Amazon EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
|
|
1600
1600
|
*/
|
|
1601
1601
|
EC2InstanceType?: EC2InstanceType;
|
|
1602
1602
|
/**
|
|
1603
|
-
* The name of a remote location to request instance limits for, in the form of an
|
|
1603
|
+
* The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2.
|
|
1604
1604
|
*/
|
|
1605
1605
|
Location?: LocationStringModel;
|
|
1606
1606
|
}
|
|
@@ -1696,7 +1696,7 @@ declare namespace GameLift {
|
|
|
1696
1696
|
*/
|
|
1697
1697
|
FleetId: FleetIdOrArn;
|
|
1698
1698
|
/**
|
|
1699
|
-
* A list of fleet locations to retrieve information for. Specify locations in the form of an
|
|
1699
|
+
* A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.
|
|
1700
1700
|
*/
|
|
1701
1701
|
Locations?: LocationList;
|
|
1702
1702
|
/**
|
|
@@ -1732,7 +1732,7 @@ declare namespace GameLift {
|
|
|
1732
1732
|
*/
|
|
1733
1733
|
FleetId: FleetIdOrArn;
|
|
1734
1734
|
/**
|
|
1735
|
-
* The fleet location to retrieve capacity information for. Specify a location in the form of an
|
|
1735
|
+
* The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
|
|
1736
1736
|
*/
|
|
1737
1737
|
Location: LocationStringModel;
|
|
1738
1738
|
}
|
|
@@ -1748,7 +1748,7 @@ declare namespace GameLift {
|
|
|
1748
1748
|
*/
|
|
1749
1749
|
FleetId: FleetIdOrArn;
|
|
1750
1750
|
/**
|
|
1751
|
-
* The fleet location to retrieve utilization information for. Specify a location in the form of an
|
|
1751
|
+
* The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
|
|
1752
1752
|
*/
|
|
1753
1753
|
Location: LocationStringModel;
|
|
1754
1754
|
}
|
|
@@ -1764,7 +1764,7 @@ declare namespace GameLift {
|
|
|
1764
1764
|
*/
|
|
1765
1765
|
FleetId: FleetIdOrArn;
|
|
1766
1766
|
/**
|
|
1767
|
-
* A remote location to check for status of port setting updates. Use the
|
|
1767
|
+
* A remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
1768
1768
|
*/
|
|
1769
1769
|
Location?: LocationStringModel;
|
|
1770
1770
|
}
|
|
@@ -1786,7 +1786,7 @@ declare namespace GameLift {
|
|
|
1786
1786
|
*/
|
|
1787
1787
|
UpdateStatus?: LocationUpdateStatus;
|
|
1788
1788
|
/**
|
|
1789
|
-
* The requested fleet location, expressed as an
|
|
1789
|
+
* The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2.
|
|
1790
1790
|
*/
|
|
1791
1791
|
Location?: LocationStringModel;
|
|
1792
1792
|
}
|
|
@@ -1842,7 +1842,7 @@ declare namespace GameLift {
|
|
|
1842
1842
|
*/
|
|
1843
1843
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
1844
1844
|
/**
|
|
1845
|
-
* The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.
|
|
1845
|
+
* The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.
|
|
1846
1846
|
*/
|
|
1847
1847
|
InstanceIds?: GameServerInstanceIds;
|
|
1848
1848
|
/**
|
|
@@ -1884,7 +1884,7 @@ declare namespace GameLift {
|
|
|
1884
1884
|
*/
|
|
1885
1885
|
AliasId?: AliasIdOrArn;
|
|
1886
1886
|
/**
|
|
1887
|
-
* A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the
|
|
1887
|
+
* A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
1888
1888
|
*/
|
|
1889
1889
|
Location?: LocationStringModel;
|
|
1890
1890
|
/**
|
|
@@ -1960,7 +1960,7 @@ declare namespace GameLift {
|
|
|
1960
1960
|
*/
|
|
1961
1961
|
AliasId?: AliasIdOrArn;
|
|
1962
1962
|
/**
|
|
1963
|
-
* A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the
|
|
1963
|
+
* A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
1964
1964
|
*/
|
|
1965
1965
|
Location?: LocationStringModel;
|
|
1966
1966
|
/**
|
|
@@ -2004,7 +2004,7 @@ declare namespace GameLift {
|
|
|
2004
2004
|
*/
|
|
2005
2005
|
NextToken?: NonZeroAndMaxString;
|
|
2006
2006
|
/**
|
|
2007
|
-
* The name of a location to retrieve instance information for, in the form of an
|
|
2007
|
+
* The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as us-west-2.
|
|
2008
2008
|
*/
|
|
2009
2009
|
Location?: LocationStringModel;
|
|
2010
2010
|
}
|
|
@@ -2132,7 +2132,7 @@ declare namespace GameLift {
|
|
|
2132
2132
|
}
|
|
2133
2133
|
export interface DescribeScalingPoliciesInput {
|
|
2134
2134
|
/**
|
|
2135
|
-
* A unique identifier for the fleet to retrieve scaling policies
|
|
2135
|
+
* A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
|
|
2136
2136
|
*/
|
|
2137
2137
|
FleetId: FleetIdOrArn;
|
|
2138
2138
|
/**
|
|
@@ -2148,7 +2148,7 @@ declare namespace GameLift {
|
|
|
2148
2148
|
*/
|
|
2149
2149
|
NextToken?: NonZeroAndMaxString;
|
|
2150
2150
|
/**
|
|
2151
|
-
*
|
|
2151
|
+
* The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.
|
|
2152
2152
|
*/
|
|
2153
2153
|
Location?: LocationStringModel;
|
|
2154
2154
|
}
|
|
@@ -2178,7 +2178,7 @@ declare namespace GameLift {
|
|
|
2178
2178
|
}
|
|
2179
2179
|
export interface DescribeVpcPeeringAuthorizationsOutput {
|
|
2180
2180
|
/**
|
|
2181
|
-
* A collection of objects that describe all valid VPC peering operations for the current
|
|
2181
|
+
* A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.
|
|
2182
2182
|
*/
|
|
2183
2183
|
VpcPeeringAuthorizations?: VpcPeeringAuthorizationList;
|
|
2184
2184
|
}
|
|
@@ -2240,11 +2240,11 @@ declare namespace GameLift {
|
|
|
2240
2240
|
}
|
|
2241
2241
|
export interface EC2InstanceLimit {
|
|
2242
2242
|
/**
|
|
2243
|
-
* The name of an EC2 instance type. See Amazon
|
|
2243
|
+
* The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
|
|
2244
2244
|
*/
|
|
2245
2245
|
EC2InstanceType?: EC2InstanceType;
|
|
2246
2246
|
/**
|
|
2247
|
-
* The number of instances for the specified type and location that are currently being used by the
|
|
2247
|
+
* The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.
|
|
2248
2248
|
*/
|
|
2249
2249
|
CurrentInstances?: WholeNumber;
|
|
2250
2250
|
/**
|
|
@@ -2252,7 +2252,7 @@ declare namespace GameLift {
|
|
|
2252
2252
|
*/
|
|
2253
2253
|
InstanceLimit?: WholeNumber;
|
|
2254
2254
|
/**
|
|
2255
|
-
* An
|
|
2255
|
+
* An Amazon Web Services Region code, such as us-west-2.
|
|
2256
2256
|
*/
|
|
2257
2257
|
Location?: LocationStringModel;
|
|
2258
2258
|
}
|
|
@@ -2268,7 +2268,7 @@ declare namespace GameLift {
|
|
|
2268
2268
|
*/
|
|
2269
2269
|
ResourceId?: NonZeroAndMaxString;
|
|
2270
2270
|
/**
|
|
2271
|
-
* The type of event being logged. Fleet
|
|
2271
|
+
* The type of event being logged. Fleet state transition events: FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID. FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation. FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift has successfully downloaded the build and is now validating the build files. FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has successfully verified the build files and is now running the installation scripts. FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. GameLift is trying to launch an instance and test the connectivity between the build and the GameLift Service via the Server SDK. FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions. FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details. Fleet creation events (ordered by fleet creation activity): FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and the GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl. FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl. FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance. FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance. FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again. FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues. FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc. FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details. VPC peering events: FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an GameLift fleet and a VPC in your Amazon Web Services account. FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. Spot process events: SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet. SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time. SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time. SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called. SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long. SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly after OnProcessTerminate() was sent within the time expected. Check your game session log to see why termination took longer than expected. SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected after calling ProcessEnding(). Check your game session log to see why termination took longer than expected. Game session events: GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected. Other fleet events: FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. FLEET_DELETED -- A request to delete a fleet was initiated. GENERIC_EVENT -- An unspecified event has occurred.
|
|
2272
2272
|
*/
|
|
2273
2273
|
EventCode?: EventCode;
|
|
2274
2274
|
/**
|
|
@@ -2288,7 +2288,7 @@ declare namespace GameLift {
|
|
|
2288
2288
|
export type EventList = Event[];
|
|
2289
2289
|
export interface FilterConfiguration {
|
|
2290
2290
|
/**
|
|
2291
|
-
* A list of locations to allow game session placement in, in the form of
|
|
2291
|
+
* A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2.
|
|
2292
2292
|
*/
|
|
2293
2293
|
AllowedLocations?: LocationList;
|
|
2294
2294
|
}
|
|
@@ -2309,7 +2309,7 @@ declare namespace GameLift {
|
|
|
2309
2309
|
*/
|
|
2310
2310
|
FleetType?: FleetType;
|
|
2311
2311
|
/**
|
|
2312
|
-
* The EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon
|
|
2312
|
+
* The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
|
|
2313
2313
|
*/
|
|
2314
2314
|
InstanceType?: EC2InstanceType;
|
|
2315
2315
|
/**
|
|
@@ -2381,7 +2381,7 @@ declare namespace GameLift {
|
|
|
2381
2381
|
*/
|
|
2382
2382
|
StoppedActions?: FleetActionList;
|
|
2383
2383
|
/**
|
|
2384
|
-
* A unique identifier for an
|
|
2384
|
+
* A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.
|
|
2385
2385
|
*/
|
|
2386
2386
|
InstanceRoleArn?: NonEmptyString;
|
|
2387
2387
|
/**
|
|
@@ -2400,7 +2400,7 @@ declare namespace GameLift {
|
|
|
2400
2400
|
*/
|
|
2401
2401
|
FleetArn?: FleetArn;
|
|
2402
2402
|
/**
|
|
2403
|
-
* The EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon
|
|
2403
|
+
* The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
|
|
2404
2404
|
*/
|
|
2405
2405
|
InstanceType?: EC2InstanceType;
|
|
2406
2406
|
/**
|
|
@@ -2408,7 +2408,7 @@ declare namespace GameLift {
|
|
|
2408
2408
|
*/
|
|
2409
2409
|
InstanceCounts?: EC2InstanceCounts;
|
|
2410
2410
|
/**
|
|
2411
|
-
* The fleet location for the instance count information, expressed as an
|
|
2411
|
+
* The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.
|
|
2412
2412
|
*/
|
|
2413
2413
|
Location?: LocationStringModel;
|
|
2414
2414
|
}
|
|
@@ -2445,7 +2445,7 @@ declare namespace GameLift {
|
|
|
2445
2445
|
*/
|
|
2446
2446
|
MaximumPlayerSessionCount?: WholeNumber;
|
|
2447
2447
|
/**
|
|
2448
|
-
* The fleet location for the fleet utilization information, expressed as an
|
|
2448
|
+
* The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2.
|
|
2449
2449
|
*/
|
|
2450
2450
|
Location?: LocationStringModel;
|
|
2451
2451
|
}
|
|
@@ -2476,7 +2476,7 @@ declare namespace GameLift {
|
|
|
2476
2476
|
*/
|
|
2477
2477
|
GameServerGroupArn?: GameServerGroupArn;
|
|
2478
2478
|
/**
|
|
2479
|
-
* A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an
|
|
2479
|
+
* A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
|
|
2480
2480
|
*/
|
|
2481
2481
|
GameServerId?: GameServerId;
|
|
2482
2482
|
/**
|
|
@@ -2517,7 +2517,7 @@ declare namespace GameLift {
|
|
|
2517
2517
|
export type GameServerData = string;
|
|
2518
2518
|
export interface GameServerGroup {
|
|
2519
2519
|
/**
|
|
2520
|
-
* A developer-defined identifier for the game server group. The name is unique for each Region in each
|
|
2520
|
+
* A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
|
|
2521
2521
|
*/
|
|
2522
2522
|
GameServerGroupName?: GameServerGroupName;
|
|
2523
2523
|
/**
|
|
@@ -2525,11 +2525,11 @@ declare namespace GameLift {
|
|
|
2525
2525
|
*/
|
|
2526
2526
|
GameServerGroupArn?: GameServerGroupArn;
|
|
2527
2527
|
/**
|
|
2528
|
-
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon
|
|
2528
|
+
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
|
|
2529
2529
|
*/
|
|
2530
2530
|
RoleArn?: IamRoleArn;
|
|
2531
2531
|
/**
|
|
2532
|
-
* The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
|
|
2532
|
+
* The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
|
|
2533
2533
|
*/
|
|
2534
2534
|
InstanceDefinitions?: InstanceDefinitions;
|
|
2535
2535
|
/**
|
|
@@ -2537,15 +2537,15 @@ declare namespace GameLift {
|
|
|
2537
2537
|
*/
|
|
2538
2538
|
BalancingStrategy?: BalancingStrategy;
|
|
2539
2539
|
/**
|
|
2540
|
-
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by
|
|
2540
|
+
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.
|
|
2541
2541
|
*/
|
|
2542
2542
|
GameServerProtectionPolicy?: GameServerProtectionPolicy;
|
|
2543
2543
|
/**
|
|
2544
|
-
* A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.
|
|
2544
|
+
* A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
|
|
2545
2545
|
*/
|
|
2546
2546
|
AutoScalingGroupArn?: AutoScalingGroupArn;
|
|
2547
2547
|
/**
|
|
2548
|
-
* The current status of the game server group. Possible statuses include: NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request. ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your
|
|
2548
|
+
* The current status of the game server group. Possible statuses include: NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request. ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account. ACTIVE - The game server group has been successfully created. DELETE_SCHEDULED - A request to delete the game server group has been received. DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup() request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group. DELETED - The game server group has been successfully deleted. ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
|
|
2549
2549
|
*/
|
|
2550
2550
|
Status?: GameServerGroupStatus;
|
|
2551
2551
|
/**
|
|
@@ -2588,7 +2588,7 @@ declare namespace GameLift {
|
|
|
2588
2588
|
export type GameServerId = string;
|
|
2589
2589
|
export interface GameServerInstance {
|
|
2590
2590
|
/**
|
|
2591
|
-
* A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each
|
|
2591
|
+
* A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
|
|
2592
2592
|
*/
|
|
2593
2593
|
GameServerGroupName?: GameServerGroupName;
|
|
2594
2594
|
/**
|
|
@@ -2653,7 +2653,7 @@ declare namespace GameLift {
|
|
|
2653
2653
|
*/
|
|
2654
2654
|
StatusReason?: GameSessionStatusReason;
|
|
2655
2655
|
/**
|
|
2656
|
-
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.
|
|
2656
|
+
* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.
|
|
2657
2657
|
*/
|
|
2658
2658
|
GameProperties?: GamePropertyList;
|
|
2659
2659
|
/**
|
|
@@ -2677,7 +2677,7 @@ declare namespace GameLift {
|
|
|
2677
2677
|
*/
|
|
2678
2678
|
CreatorId?: NonZeroAndMaxString;
|
|
2679
2679
|
/**
|
|
2680
|
-
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
|
|
2680
|
+
* A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).
|
|
2681
2681
|
*/
|
|
2682
2682
|
GameSessionData?: LargeGameSessionData;
|
|
2683
2683
|
/**
|
|
@@ -2685,7 +2685,7 @@ declare namespace GameLift {
|
|
|
2685
2685
|
*/
|
|
2686
2686
|
MatchmakerData?: MatchmakerData;
|
|
2687
2687
|
/**
|
|
2688
|
-
* The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an
|
|
2688
|
+
* The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.
|
|
2689
2689
|
*/
|
|
2690
2690
|
Location?: LocationStringModel;
|
|
2691
2691
|
}
|
|
@@ -2763,7 +2763,7 @@ declare namespace GameLift {
|
|
|
2763
2763
|
*/
|
|
2764
2764
|
GameSessionRegion?: NonZeroAndMaxString;
|
|
2765
2765
|
/**
|
|
2766
|
-
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
2766
|
+
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions.
|
|
2767
2767
|
*/
|
|
2768
2768
|
PlayerLatencies?: PlayerLatencyList;
|
|
2769
2769
|
/**
|
|
@@ -2822,7 +2822,7 @@ declare namespace GameLift {
|
|
|
2822
2822
|
*/
|
|
2823
2823
|
Destinations?: GameSessionQueueDestinationList;
|
|
2824
2824
|
/**
|
|
2825
|
-
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
|
|
2825
|
+
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.
|
|
2826
2826
|
*/
|
|
2827
2827
|
FilterConfiguration?: FilterConfiguration;
|
|
2828
2828
|
/**
|
|
@@ -2908,7 +2908,7 @@ declare namespace GameLift {
|
|
|
2908
2908
|
*/
|
|
2909
2909
|
OperatingSystem?: OperatingSystem;
|
|
2910
2910
|
/**
|
|
2911
|
-
* EC2 instance type that defines the computing resources of this instance.
|
|
2911
|
+
* Amazon EC2 instance type that defines the computing resources of this instance.
|
|
2912
2912
|
*/
|
|
2913
2913
|
Type?: EC2InstanceType;
|
|
2914
2914
|
/**
|
|
@@ -2920,7 +2920,7 @@ declare namespace GameLift {
|
|
|
2920
2920
|
*/
|
|
2921
2921
|
CreationTime?: Timestamp;
|
|
2922
2922
|
/**
|
|
2923
|
-
* The fleet location of the instance, expressed as an
|
|
2923
|
+
* The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2.
|
|
2924
2924
|
*/
|
|
2925
2925
|
Location?: LocationStringModel;
|
|
2926
2926
|
}
|
|
@@ -2958,11 +2958,11 @@ declare namespace GameLift {
|
|
|
2958
2958
|
}
|
|
2959
2959
|
export interface InstanceDefinition {
|
|
2960
2960
|
/**
|
|
2961
|
-
* An EC2 instance type designation.
|
|
2961
|
+
* An Amazon EC2 instance type designation.
|
|
2962
2962
|
*/
|
|
2963
2963
|
InstanceType: GameServerGroupInstanceType;
|
|
2964
2964
|
/**
|
|
2965
|
-
* Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon
|
|
2965
|
+
* Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".
|
|
2966
2966
|
*/
|
|
2967
2967
|
WeightedCapacity?: WeightedCapacity;
|
|
2968
2968
|
}
|
|
@@ -2974,11 +2974,11 @@ declare namespace GameLift {
|
|
|
2974
2974
|
export type IpAddress = string;
|
|
2975
2975
|
export interface IpPermission {
|
|
2976
2976
|
/**
|
|
2977
|
-
* A starting value for a range of allowed port numbers.
|
|
2977
|
+
* A starting value for a range of allowed port numbers. For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid.
|
|
2978
2978
|
*/
|
|
2979
2979
|
FromPort: PortNumber;
|
|
2980
2980
|
/**
|
|
2981
|
-
* An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
|
|
2981
|
+
* An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort. For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid.
|
|
2982
2982
|
*/
|
|
2983
2983
|
ToPort: PortNumber;
|
|
2984
2984
|
/**
|
|
@@ -3000,15 +3000,15 @@ declare namespace GameLift {
|
|
|
3000
3000
|
export type LaunchTemplateName = string;
|
|
3001
3001
|
export interface LaunchTemplateSpecification {
|
|
3002
3002
|
/**
|
|
3003
|
-
* A unique identifier for an existing EC2 launch template.
|
|
3003
|
+
* A unique identifier for an existing Amazon EC2 launch template.
|
|
3004
3004
|
*/
|
|
3005
3005
|
LaunchTemplateId?: LaunchTemplateId;
|
|
3006
3006
|
/**
|
|
3007
|
-
* A readable identifier for an existing EC2 launch template.
|
|
3007
|
+
* A readable identifier for an existing Amazon EC2 launch template.
|
|
3008
3008
|
*/
|
|
3009
3009
|
LaunchTemplateName?: LaunchTemplateName;
|
|
3010
3010
|
/**
|
|
3011
|
-
* The version of the EC2 launch template to use. If no version is specified, the default version will be used. With Amazon
|
|
3011
|
+
* The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon Elastic Compute Cloud, you can specify a default version for a launch template. If none is set, the default is the first version created.
|
|
3012
3012
|
*/
|
|
3013
3013
|
Version?: LaunchTemplateVersion;
|
|
3014
3014
|
}
|
|
@@ -3190,7 +3190,7 @@ declare namespace GameLift {
|
|
|
3190
3190
|
export type LocationAttributesList = LocationAttributes[];
|
|
3191
3191
|
export interface LocationConfiguration {
|
|
3192
3192
|
/**
|
|
3193
|
-
* An
|
|
3193
|
+
* An Amazon Web Services Region code, such as us-west-2.
|
|
3194
3194
|
*/
|
|
3195
3195
|
Location?: LocationStringModel;
|
|
3196
3196
|
}
|
|
@@ -3198,7 +3198,7 @@ declare namespace GameLift {
|
|
|
3198
3198
|
export type LocationList = LocationStringModel[];
|
|
3199
3199
|
export interface LocationState {
|
|
3200
3200
|
/**
|
|
3201
|
-
* The fleet location, expressed as an
|
|
3201
|
+
* The fleet location, expressed as an Amazon Web Services Region code such as us-west-2.
|
|
3202
3202
|
*/
|
|
3203
3203
|
Location?: LocationStringModel;
|
|
3204
3204
|
/**
|
|
@@ -3404,7 +3404,7 @@ declare namespace GameLift {
|
|
|
3404
3404
|
*/
|
|
3405
3405
|
Team?: NonZeroAndMaxString;
|
|
3406
3406
|
/**
|
|
3407
|
-
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
3407
|
+
* 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 Regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
|
|
3408
3408
|
*/
|
|
3409
3409
|
LatencyInMs?: LatencyMap;
|
|
3410
3410
|
}
|
|
@@ -3481,7 +3481,7 @@ declare namespace GameLift {
|
|
|
3481
3481
|
*/
|
|
3482
3482
|
DnsName?: DnsName;
|
|
3483
3483
|
/**
|
|
3484
|
-
* Port number for the game session. To connect to a Amazon
|
|
3484
|
+
* Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP address and port number.
|
|
3485
3485
|
*/
|
|
3486
3486
|
Port?: PortNumber;
|
|
3487
3487
|
/**
|
|
@@ -3503,7 +3503,7 @@ declare namespace GameLift {
|
|
|
3503
3503
|
*/
|
|
3504
3504
|
PriorityOrder?: PriorityTypeList;
|
|
3505
3505
|
/**
|
|
3506
|
-
* The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations are identified by
|
|
3506
|
+
* The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations are identified by Amazon Web Services Region codes such as us-west-2. Each location can only be listed once.
|
|
3507
3507
|
*/
|
|
3508
3508
|
LocationOrder?: LocationList;
|
|
3509
3509
|
}
|
|
@@ -3540,7 +3540,7 @@ declare namespace GameLift {
|
|
|
3540
3540
|
*/
|
|
3541
3541
|
EvaluationPeriods?: PositiveInteger;
|
|
3542
3542
|
/**
|
|
3543
|
-
* Name of the Amazon
|
|
3543
|
+
* Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon Web Services with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
|
|
3544
3544
|
*/
|
|
3545
3545
|
MetricName: MetricName;
|
|
3546
3546
|
/**
|
|
@@ -3567,7 +3567,7 @@ declare namespace GameLift {
|
|
|
3567
3567
|
*/
|
|
3568
3568
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
3569
3569
|
/**
|
|
3570
|
-
* A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your
|
|
3570
|
+
* A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
|
|
3571
3571
|
*/
|
|
3572
3572
|
GameServerId: GameServerId;
|
|
3573
3573
|
/**
|
|
@@ -3597,7 +3597,7 @@ declare namespace GameLift {
|
|
|
3597
3597
|
}
|
|
3598
3598
|
export interface RequestUploadCredentialsOutput {
|
|
3599
3599
|
/**
|
|
3600
|
-
*
|
|
3600
|
+
* Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
|
|
3601
3601
|
*/
|
|
3602
3602
|
UploadCredentials?: AwsCredentials;
|
|
3603
3603
|
/**
|
|
@@ -3688,11 +3688,11 @@ declare namespace GameLift {
|
|
|
3688
3688
|
*/
|
|
3689
3689
|
Key?: NonEmptyString;
|
|
3690
3690
|
/**
|
|
3691
|
-
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon
|
|
3691
|
+
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access the S3 bucket.
|
|
3692
3692
|
*/
|
|
3693
3693
|
RoleArn?: NonEmptyString;
|
|
3694
3694
|
/**
|
|
3695
|
-
* The version of the file, if object versioning is turned on for the bucket. Amazon
|
|
3695
|
+
* The version of the file, if object versioning is turned on for the bucket. Amazon Web Services uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
|
|
3696
3696
|
*/
|
|
3697
3697
|
ObjectVersion?: NonEmptyString;
|
|
3698
3698
|
}
|
|
@@ -3735,7 +3735,7 @@ declare namespace GameLift {
|
|
|
3735
3735
|
*/
|
|
3736
3736
|
EvaluationPeriods?: PositiveInteger;
|
|
3737
3737
|
/**
|
|
3738
|
-
* Name of the Amazon
|
|
3738
|
+
* Name of the Amazon Web Services-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon Web Services with Amazon CloudWatch. ActivatingGameSessions -- Game sessions in the process of being created. ActiveGameSessions -- Game sessions that are currently running. ActiveInstances -- Fleet instances that are currently running at least one game session. AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity. AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included. CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player. IdleInstances -- Active instances that are currently hosting zero game sessions. PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy. PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions. QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination. WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
|
|
3739
3739
|
*/
|
|
3740
3740
|
MetricName?: MetricName;
|
|
3741
3741
|
/**
|
|
@@ -3751,7 +3751,7 @@ declare namespace GameLift {
|
|
|
3751
3751
|
*/
|
|
3752
3752
|
UpdateStatus?: LocationUpdateStatus;
|
|
3753
3753
|
/**
|
|
3754
|
-
*
|
|
3754
|
+
* The fleet location.
|
|
3755
3755
|
*/
|
|
3756
3756
|
Location?: LocationStringModel;
|
|
3757
3757
|
}
|
|
@@ -3798,7 +3798,7 @@ declare namespace GameLift {
|
|
|
3798
3798
|
*/
|
|
3799
3799
|
AliasId?: AliasIdOrArn;
|
|
3800
3800
|
/**
|
|
3801
|
-
* A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the
|
|
3801
|
+
* A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
|
|
3802
3802
|
*/
|
|
3803
3803
|
Location?: LocationStringModel;
|
|
3804
3804
|
/**
|
|
@@ -3855,7 +3855,7 @@ declare namespace GameLift {
|
|
|
3855
3855
|
*/
|
|
3856
3856
|
Actions: FleetActionList;
|
|
3857
3857
|
/**
|
|
3858
|
-
* The fleet location to restart fleet actions for. Specify a location in the form of an
|
|
3858
|
+
* The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
|
|
3859
3859
|
*/
|
|
3860
3860
|
Location?: LocationStringModel;
|
|
3861
3861
|
}
|
|
@@ -3891,7 +3891,7 @@ declare namespace GameLift {
|
|
|
3891
3891
|
*/
|
|
3892
3892
|
GameSessionName?: NonZeroAndMaxString;
|
|
3893
3893
|
/**
|
|
3894
|
-
* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to
|
|
3894
|
+
* 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 can offer the best possible gameplay experience for the players.
|
|
3895
3895
|
*/
|
|
3896
3896
|
PlayerLatencies?: PlayerLatencyList;
|
|
3897
3897
|
/**
|
|
@@ -3911,7 +3911,7 @@ declare namespace GameLift {
|
|
|
3911
3911
|
}
|
|
3912
3912
|
export interface StartMatchBackfillInput {
|
|
3913
3913
|
/**
|
|
3914
|
-
* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon
|
|
3914
|
+
* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
|
|
3915
3915
|
*/
|
|
3916
3916
|
TicketId?: MatchmakingIdStringModel;
|
|
3917
3917
|
/**
|
|
@@ -3923,7 +3923,7 @@ declare namespace GameLift {
|
|
|
3923
3923
|
*/
|
|
3924
3924
|
GameSessionArn?: ArnStringModel;
|
|
3925
3925
|
/**
|
|
3926
|
-
* Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.
|
|
3926
|
+
* Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill. LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
|
|
3927
3927
|
*/
|
|
3928
3928
|
Players: PlayerList;
|
|
3929
3929
|
}
|
|
@@ -3935,7 +3935,7 @@ declare namespace GameLift {
|
|
|
3935
3935
|
}
|
|
3936
3936
|
export interface StartMatchmakingInput {
|
|
3937
3937
|
/**
|
|
3938
|
-
* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon
|
|
3938
|
+
* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
|
|
3939
3939
|
*/
|
|
3940
3940
|
TicketId?: MatchmakingIdStringModel;
|
|
3941
3941
|
/**
|
|
@@ -3963,7 +3963,7 @@ declare namespace GameLift {
|
|
|
3963
3963
|
*/
|
|
3964
3964
|
Actions: FleetActionList;
|
|
3965
3965
|
/**
|
|
3966
|
-
* The fleet location to stop fleet actions for. Specify a location in the form of an
|
|
3966
|
+
* The fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
|
|
3967
3967
|
*/
|
|
3968
3968
|
Location?: LocationStringModel;
|
|
3969
3969
|
}
|
|
@@ -4018,11 +4018,11 @@ declare namespace GameLift {
|
|
|
4018
4018
|
}
|
|
4019
4019
|
export interface Tag {
|
|
4020
4020
|
/**
|
|
4021
|
-
* The key for a developer-defined key:value pair for tagging an
|
|
4021
|
+
* The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
|
|
4022
4022
|
*/
|
|
4023
4023
|
Key: TagKey;
|
|
4024
4024
|
/**
|
|
4025
|
-
* The value for a developer-defined key:value pair for tagging an
|
|
4025
|
+
* The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
|
|
4026
4026
|
*/
|
|
4027
4027
|
Value: TagValue;
|
|
4028
4028
|
}
|
|
@@ -4035,7 +4035,7 @@ declare namespace GameLift {
|
|
|
4035
4035
|
*/
|
|
4036
4036
|
ResourceARN: AmazonResourceName;
|
|
4037
4037
|
/**
|
|
4038
|
-
* A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging
|
|
4038
|
+
* A list of one or more tags to assign to the specified GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for actual tagging limits.
|
|
4039
4039
|
*/
|
|
4040
4040
|
Tags: TagList;
|
|
4041
4041
|
}
|
|
@@ -4061,7 +4061,7 @@ declare namespace GameLift {
|
|
|
4061
4061
|
*/
|
|
4062
4062
|
ResourceARN: AmazonResourceName;
|
|
4063
4063
|
/**
|
|
4064
|
-
* A list of one or more tag keys to remove from the specified GameLift resource. An
|
|
4064
|
+
* A list of one or more tag keys to remove from the specified GameLift resource. An Amazon Web Services resource can have only one tag with a specific tag key, so specifying the tag key identifies which tag to remove.
|
|
4065
4065
|
*/
|
|
4066
4066
|
TagKeys: TagKeyList;
|
|
4067
4067
|
}
|
|
@@ -4149,7 +4149,7 @@ declare namespace GameLift {
|
|
|
4149
4149
|
*/
|
|
4150
4150
|
FleetId: FleetIdOrArn;
|
|
4151
4151
|
/**
|
|
4152
|
-
* The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
|
|
4152
|
+
* The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
|
|
4153
4153
|
*/
|
|
4154
4154
|
DesiredInstances?: WholeNumber;
|
|
4155
4155
|
/**
|
|
@@ -4161,7 +4161,7 @@ declare namespace GameLift {
|
|
|
4161
4161
|
*/
|
|
4162
4162
|
MaxSize?: WholeNumber;
|
|
4163
4163
|
/**
|
|
4164
|
-
* The name of a remote location to update fleet capacity settings for, in the form of an
|
|
4164
|
+
* The name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region code such as us-west-2.
|
|
4165
4165
|
*/
|
|
4166
4166
|
Location?: LocationStringModel;
|
|
4167
4167
|
}
|
|
@@ -4175,7 +4175,7 @@ declare namespace GameLift {
|
|
|
4175
4175
|
*/
|
|
4176
4176
|
FleetArn?: FleetArn;
|
|
4177
4177
|
/**
|
|
4178
|
-
* The remote location being updated, expressed as an
|
|
4178
|
+
* The remote location being updated, expressed as an Amazon Web Services Region code, such as us-west-2.
|
|
4179
4179
|
*/
|
|
4180
4180
|
Location?: LocationStringModel;
|
|
4181
4181
|
}
|
|
@@ -4205,15 +4205,15 @@ declare namespace GameLift {
|
|
|
4205
4205
|
*/
|
|
4206
4206
|
GameServerGroupName: GameServerGroupNameOrArn;
|
|
4207
4207
|
/**
|
|
4208
|
-
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon
|
|
4208
|
+
* The Amazon Resource Name (ARN) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups.
|
|
4209
4209
|
*/
|
|
4210
4210
|
RoleArn?: IamRoleArn;
|
|
4211
4211
|
/**
|
|
4212
|
-
* An updated list of EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
|
|
4212
|
+
* An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
|
|
4213
4213
|
*/
|
|
4214
4214
|
InstanceDefinitions?: InstanceDefinitions;
|
|
4215
4215
|
/**
|
|
4216
|
-
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by
|
|
4216
|
+
* A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.
|
|
4217
4217
|
*/
|
|
4218
4218
|
GameServerProtectionPolicy?: GameServerProtectionPolicy;
|
|
4219
4219
|
/**
|
|
@@ -4301,7 +4301,7 @@ declare namespace GameLift {
|
|
|
4301
4301
|
*/
|
|
4302
4302
|
Destinations?: GameSessionQueueDestinationList;
|
|
4303
4303
|
/**
|
|
4304
|
-
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
|
|
4304
|
+
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
|
|
4305
4305
|
*/
|
|
4306
4306
|
FilterConfiguration?: FilterConfiguration;
|
|
4307
4307
|
/**
|
|
@@ -4417,17 +4417,17 @@ declare namespace GameLift {
|
|
|
4417
4417
|
*/
|
|
4418
4418
|
Version?: NonZeroAndMaxString;
|
|
4419
4419
|
/**
|
|
4420
|
-
* The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
|
|
4420
|
+
* The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon Web Services to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon Web Services uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
|
|
4421
4421
|
*/
|
|
4422
4422
|
StorageLocation?: S3Location;
|
|
4423
4423
|
/**
|
|
4424
|
-
* A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the
|
|
4424
|
+
* A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
|
|
4425
4425
|
*/
|
|
4426
4426
|
ZipFile?: ZipBlob;
|
|
4427
4427
|
}
|
|
4428
4428
|
export interface UpdateScriptOutput {
|
|
4429
4429
|
/**
|
|
4430
|
-
* The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon
|
|
4430
|
+
* The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon Web Services service.
|
|
4431
4431
|
*/
|
|
4432
4432
|
Script?: Script;
|
|
4433
4433
|
}
|
|
@@ -4445,7 +4445,7 @@ declare namespace GameLift {
|
|
|
4445
4445
|
}
|
|
4446
4446
|
export interface VpcPeeringAuthorization {
|
|
4447
4447
|
/**
|
|
4448
|
-
* A unique identifier for the
|
|
4448
|
+
* A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
|
|
4449
4449
|
*/
|
|
4450
4450
|
GameLiftAwsAccountId?: NonZeroAndMaxString;
|
|
4451
4451
|
/**
|
|
@@ -4453,7 +4453,7 @@ declare namespace GameLift {
|
|
|
4453
4453
|
*/
|
|
4454
4454
|
PeerVpcAwsAccountId?: NonZeroAndMaxString;
|
|
4455
4455
|
/**
|
|
4456
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the
|
|
4456
|
+
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
|
4457
4457
|
*/
|
|
4458
4458
|
PeerVpcId?: NonZeroAndMaxString;
|
|
4459
4459
|
/**
|
|
@@ -4468,7 +4468,7 @@ declare namespace GameLift {
|
|
|
4468
4468
|
export type VpcPeeringAuthorizationList = VpcPeeringAuthorization[];
|
|
4469
4469
|
export interface VpcPeeringConnection {
|
|
4470
4470
|
/**
|
|
4471
|
-
* A unique identifier for the fleet. This ID determines the ID of the Amazon
|
|
4471
|
+
* A unique identifier for the fleet. This ID determines the ID of the Amazon Web Services VPC for your fleet.
|
|
4472
4472
|
*/
|
|
4473
4473
|
FleetId?: FleetId;
|
|
4474
4474
|
/**
|
|
@@ -4488,11 +4488,11 @@ declare namespace GameLift {
|
|
|
4488
4488
|
*/
|
|
4489
4489
|
Status?: VpcPeeringConnectionStatus;
|
|
4490
4490
|
/**
|
|
4491
|
-
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the
|
|
4491
|
+
* A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
|
|
4492
4492
|
*/
|
|
4493
4493
|
PeerVpcId?: NonZeroAndMaxString;
|
|
4494
4494
|
/**
|
|
4495
|
-
* A unique identifier for the VPC that contains the Amazon
|
|
4495
|
+
* A unique identifier for the VPC that contains the Amazon Web Services fleet for this connection. This VPC is managed by Amazon Web Services and does not appear in your Amazon Web Services account.
|
|
4496
4496
|
*/
|
|
4497
4497
|
GameLiftVpcId?: NonZeroAndMaxString;
|
|
4498
4498
|
}
|